TG9six 03a642d635 first push
first push
2025-09-06 17:17:39 +04:00

254 lines
8.3 KiB
C#

using UnityEngine;
namespace GPUInstancer
{
// Note: This is a stripped down version of the FirstPersonController script from the Unity Standard Assets package.
// It's dependencies have been removed/modified and it has been taken into the GPUInstancer namespace to avoid conflicts.
// This class is only used in the demo scenes that showcase the GPU Instancer capabilities.
[RequireComponent(typeof (CharacterController))]
public class FPController : MonoBehaviour
{
[SerializeField] public float m_WalkSpeed;
[SerializeField] public float m_RunSpeed;
[SerializeField] public float m_JumpSpeed;
private bool m_IsWalking;
private MouseLook m_MouseLook;
private Camera m_Camera;
private bool m_Jump;
private float m_YRotation;
private Vector2 m_Input;
private Vector3 m_MoveDir = Vector3.zero;
private CharacterController m_CharacterController;
private CollisionFlags m_CollisionFlags;
private bool m_PreviouslyGrounded;
private bool m_Jumping;
private float m_StickToGroundForce = 10f;
private float m_GravityMultiplier = 2f;
private void Start()
{
m_CharacterController = GetComponent<CharacterController>();
m_Camera = Camera.main;
m_Jumping = false;
m_MouseLook = new MouseLook();
m_MouseLook.Init(transform , m_Camera.transform);
}
private void Update()
{
RotateView();
// the jump state needs to read here to make sure it is not missed
if (!m_Jump && Cursor.lockState == CursorLockMode.Locked)
{
m_Jump = Input.GetButtonDown("Jump");
}
if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
{
m_MoveDir.y = 0f;
m_Jumping = false;
}
if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
{
m_MoveDir.y = 0f;
}
m_PreviouslyGrounded = m_CharacterController.isGrounded;
}
private void FixedUpdate()
{
float speed;
GetInput(out speed);
// always move along the camera forward as it is the direction that it being aimed at
Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;
// get a normal for the surface that is being touched to move along it
RaycastHit hitInfo;
Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore);
desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
m_MoveDir.x = desiredMove.x*speed;
m_MoveDir.z = desiredMove.z*speed;
if (m_CharacterController.isGrounded)
{
m_MoveDir.y = -m_StickToGroundForce;
if (m_Jump)
{
m_MoveDir.y = m_JumpSpeed;
m_Jump = false;
m_Jumping = true;
}
}
else
{
m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
}
m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);
m_MouseLook.UpdateCursorLock();
}
private void GetInput(out float speed)
{
// Read input
float horizontal = Input.GetAxis("Horizontal");
float vertical = Input.GetAxis("Vertical");
// On standalone builds, walk/run speed is modified by a key press.
// keep track of whether or not the character is walking or running
m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
// set the desired speed to be walking or running
speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
m_Input = new Vector2(horizontal, vertical);
// normalize input if it exceeds 1 in combined length:
if (m_Input.sqrMagnitude > 1)
{
m_Input.Normalize();
}
}
private void RotateView()
{
m_MouseLook.LookRotation (transform, m_Camera.transform);
}
private void OnControllerColliderHit(ControllerColliderHit hit)
{
Rigidbody body = hit.collider.attachedRigidbody;
//dont move the rigidbody if the character is on top of it
if (m_CollisionFlags == CollisionFlags.Below)
{
return;
}
if (body == null || body.isKinematic)
{
return;
}
body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
}
}
public class MouseLook
{
public float XSensitivity = 2f;
public float YSensitivity = 2f;
public bool clampVerticalRotation = true;
public float MinimumX = -90F;
public float MaximumX = 90F;
public bool smooth;
public float smoothTime = 5f;
public bool lockCursor = true;
private Quaternion m_CharacterTargetRot;
private Quaternion m_CameraTargetRot;
private bool m_cursorIsLocked = true;
public void Init(Transform character, Transform camera)
{
m_CharacterTargetRot = character.localRotation;
m_CameraTargetRot = camera.localRotation;
}
public void LookRotation(Transform character, Transform camera)
{
if (m_cursorIsLocked)
{
float yRot = Input.GetAxis("Mouse X") * XSensitivity;
float xRot = Input.GetAxis("Mouse Y") * YSensitivity;
m_CharacterTargetRot *= Quaternion.Euler(0f, yRot, 0f);
m_CameraTargetRot *= Quaternion.Euler(-xRot, 0f, 0f);
if (clampVerticalRotation)
m_CameraTargetRot = ClampRotationAroundXAxis(m_CameraTargetRot);
if (smooth)
{
character.localRotation = Quaternion.Slerp(character.localRotation, m_CharacterTargetRot,
smoothTime * Time.deltaTime);
camera.localRotation = Quaternion.Slerp(camera.localRotation, m_CameraTargetRot,
smoothTime * Time.deltaTime);
}
else
{
character.localRotation = m_CharacterTargetRot;
camera.localRotation = m_CameraTargetRot;
}
}
UpdateCursorLock();
}
public void SetCursorLock(bool value)
{
lockCursor = value;
if (!lockCursor)
{//we force unlock the cursor if the user disable the cursor locking helper
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
public void UpdateCursorLock()
{
//if the user set "lockCursor" we check & properly lock the cursos
if (lockCursor)
InternalLockUpdate();
}
private void InternalLockUpdate()
{
if (Input.GetKeyUp(KeyCode.Escape))
{
m_cursorIsLocked = false;
}
else if (Input.GetMouseButtonUp(0))
{
m_cursorIsLocked = true;
}
if (m_cursorIsLocked)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
else if (!m_cursorIsLocked)
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
Quaternion ClampRotationAroundXAxis(Quaternion q)
{
q.x /= q.w;
q.y /= q.w;
q.z /= q.w;
q.w = 1.0f;
float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan(q.x);
angleX = Mathf.Clamp(angleX, MinimumX, MaximumX);
q.x = Mathf.Tan(0.5f * Mathf.Deg2Rad * angleX);
return q;
}
}
}