重写unity中的CharacterMotor-Beta版本
这两天研究了下Unity中的角色控制相关代码,以第一人称视角为例,角色控制包括几个重要的组件:
- CharacterController:角色控制器组件,非代码。
- CharacterMotor:该组件包括角色的移动、跳跃、滑动等代码,可以由开发者编写,为开发者提供了充分的自由。描述了角色移动相关的机制。
- MouseLook:根据鼠标控制视角的相关代码,本质是控制角色的旋转。
- FPSInputController:第一人称用户输入,根据用户的输入(前进、后退、跳跃等)修改CharacterMotor中的参数,从而CharacterMotor控制角色移动。
以上代码Unity都为开发者提供了默认的代码,但是JavaScript的,首先先找一份C#的。(因为我对JS不熟)
http://www.xuanyusong.com/archives/1405
MouseLook和FPSInputController代码比较简单,看看就明白了。其中值得注意的是FPSInputController根据用户输入,修改了CharacterMotor中的inputJump和inputMoveDirection参数,分别代表着是否跳跃,和用户移动方向。而CharacterMotor就是根据这两个变量操作角色的移动。
这个代码实在是复杂,我看了好久发现很多东西无法理解(当然也是因为我对Unity底层原理可能不够熟悉),因此我就重写了一个CharacterMotor,实现相对简单的功能:移动、跳、重力感应以及滑动。在这个重写的过程中对原来的代码有了一些了解。
我的代码-整体介绍
在Update函数中,首先根据用户的输入inputMoveDirection确定角色在水平方向的速度(ApplyInputVelocityChange函数),然后根据inputJump确定角色在垂直方向的速度(ApplyGravityAndJumping函数),然后获得了用户的当前速度并根据deltaTime计算位移,然后使用CharacterController提供的Move函数移动角色。
计算水平速度(ApplyInputVelocityChange)
如果角色在陆地上并且陆地太陡峭会导致角色滑动:获得滑动的方向并将用户控制移动的方向映射到滑动的方向,令角色滑动。 否则:根据用户输入方向和用户移动速度,确定速度向量。
Vector3 ApplyInputVelocityChange(Vector3 velocity){
//水平方向的移动
if (grounded && TooSteep()) {//在地上,且太陡峭
//Debug.Log("TooSteep");
// The direction we're sliding in
Vector3 slidedVelocity = new Vector3(groundNormal.x, 0, groundNormal.z).normalized;
// Find the input movement direction projected onto the sliding direction
var projectedMoveDir = Vector3.Project(inputMoveDirection, slidedVelocity);
velocity = slidedVelocity;
// Multiply with the sliding speed
velocity *= sliding.slidingSpeed;
}else{
velocity = inputMoveDirection * movement.speed;//GetDesiredHorizontalVelocity();
velocity.y = Mathf.Min(velocity.y, 0);
}
return velocity;
}
根据重力和跳跃计算速度(ApplyGravityAndJumping)
首先确定跳跃的方向,如果在太陡峭的底面,那么取地面法线和垂直向上中间的向量作为跳跃方向,否则跳跃方向为垂直向上。
这里需要注意一个问题:用户摁下跳跃键,一般会渲染好几帧。也就是说,在inputJump=true的情况下,会执行多次这个函数,而每次执行都会获得一个跳跃速度。因此,在用户摁下跳跃键第一次执行函数时,记录当前时间,并且令跳跃状态为true,而为了防止用户一直摁下跳跃键,设置一个允许跳跃键持续时间。(其实更好的方法是根据帧数)
最后,如果用户没有落地在空中,给下降速度施加重力加速度,并令垂直方向的速度剪掉下降速度。
''' Vector3 ApplyGravityAndJumping(Vector3 velocity){ if (grounded) { jumping.fallingVelocity = 0; jumping.jumping = false; } //确定跳跃方向 if (TooSteep ()) { Debug.Log("TooSteep:"+jumping.jumpDir); jumping.jumpDir = Vector3.Slerp (Vector3.up, groundNormal, 0.5f); } else jumping.jumpDir = Vector3.up;
//跳跃,垂直方向的移动
if(inputJump && !jumping.jumping){
//&& Time.time < jumping.startTime +
jumping.startTime = Time.time;
jumping.jumping = true;
}
if (inputJump && Time.time < jumping.startTime + jumping.jumpDurationTime ){//点击一下跳跃键,会执行多次该函数。){//
velocity = velocity.normalized + jumping.jumpDir.normalized;
velocity = velocity.normalized;
velocity *= jumping.jumpHeight;
}
if(!grounded){
jumping.fallingVelocity += movement.gravity * Time.deltaTime;
velocity.y = velocity.y - jumping.fallingVelocity;
}
return velocity;
}
'''
其他
碰撞检测:groundNormal = hit.normal; 检测着地点是否太陡峭:groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad)
变量/参数介绍
- 着地相关:grounded,groundNormal,lastGroundNormal
- 用户输入:inputMoveDirection,inputJump
- 移动控制CharacterMotorMovement类:包括速度、重力以及碰撞点。
- 跳跃控制CharacterMotorJumping类:包括跳跃高度、跳跃状态,下降速度、跳跃按键可持续时间、开始按键时间以及跳跃方向。
- 滑动控制CharacterMotorSliding:只包括滑动速度。
TODO
此代码存在BUG:在着地检测方面存在问题,因为在每次update函数都令groundNormal为zero,而在碰撞检测函数中设置groundNormal。但是当人静止在陆地上不动时,有可能不调用碰撞检测函数,而导致groundNormal为zero。 我发现如果角色静止不动在平地上,每两次Move函数调用一次OnControllerColliderHit函数。
代码
'''
using UnityEngine;
using System.Collections;
/**
* @Author : www.xuanyusong.com
*/
[RequireComponent(typeof(CharacterController))]
[AddComponentMenu("Character/Character Motor")]
public class Backup : MonoBehaviour {
// Does this script currently respond to input?
public bool canControl = true;
public bool useFixedUpdate = true;
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!
// The current global direction we want the character to move in.
[System.NonSerialized]
public Vector3 inputMoveDirection = Vector3.zero;
// Is the jump button held down? We use this interface instead of checking
// for the jump button directly so this script can also be used by AIs.
[System.NonSerialized]
public bool inputJump = false;
[System.Serializable]
public class CharacterMotorMovement
{
// The maximum horizontal speed when moving
public float maxForwardSpeed = 10.0f;
public float maxSidewaysSpeed = 10.0f;
public float maxBackwardsSpeed = 10.0f;
// Curve for multiplying speed based on slope (negative = downwards)
public AnimationCurve slopeSpeedMultiplier = new AnimationCurve(new Keyframe(-90, 1), new Keyframe(0, 1), new Keyframe(90, 0));
// How fast does the character change speeds? Higher is faster.
public float maxGroundAcceleration = 30.0f;
public float maxAirAcceleration = 20.0f;
// The gravity for the character
public float gravity = 10.0f;
public float maxFallSpeed = 20.0f;
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!
// The last collision flags returned from controller.Move
[System.NonSerialized]
public CollisionFlags collisionFlags;
// We will keep track of the character's current velocity,
[System.NonSerialized]
public Vector3 velocity;//当前速度
// This keeps track of our current velocity while we're not grounded
[System.NonSerialized]
public Vector3 frameVelocity = Vector3.zero;
[System.NonSerialized]
public Vector3 hitPoint = Vector3.zero;
[System.NonSerialized]
public Vector3 lastHitPoint = new Vector3(Mathf.Infinity, 0, 0);
}
public CharacterMotorMovement movement = new CharacterMotorMovement();
public enum MovementTransferOnJump {
None, // The jump is not affected by velocity of floor at all.
InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.
PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.
PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.
}
// We will contain all the jumping related variables in one helper class for clarity.
[System.Serializable]
public class CharacterMotorJumping {
// Can the character jump?
public bool enabled = true;
// How high do we jump when pressing jump and letting go immediately
public float baseHeight = 1.0f;
// We add extraHeight units (meters) on top when holding the button down longer while jumping
public float extraHeight = 4.1f;//长按跳跃键,可以跳的更高
// How much does the character jump out perpendicular to the surface on walkable surfaces?
// 0 means a fully vertical jump and 1 means fully perpendicular.
public float perpAmount = 0.0f;
// How much does the character jump out perpendicular to the surface on too steep surfaces?
// 0 means a fully vertical jump and 1 means fully perpendicular.
public float steepPerpAmount = 0.5f;
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!
// Are we jumping? (Initiated with jump button and not grounded yet)
// To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.
[System.NonSerialized]
public bool jumping = false;
[System.NonSerialized]
public bool holdingJumpButton = false;
// the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
[System.NonSerialized]
public float lastStartTime = 0.0f;
[System.NonSerialized]
public float lastButtonDownTime = -100f;
[System.NonSerialized]
public Vector3 jumpDir = Vector3.up;
}
public CharacterMotorJumping jumping = new CharacterMotorJumping();
[System.Serializable]
public class CharacterMotorMovingPlatform {
public bool enabled = true;
public MovementTransferOnJump movementTransfer = MovementTransferOnJump.PermaTransfer;
[System.NonSerialized]
public Transform hitPlatform;
[System.NonSerialized]
public Transform activePlatform;
[System.NonSerialized]
public Vector3 activeLocalPoint;
[System.NonSerialized]
public Vector3 activeGlobalPoint;
[System.NonSerialized]
public Quaternion activeLocalRotation;
[System.NonSerialized]
public Quaternion activeGlobalRotation;
[System.NonSerialized]
public Matrix4x4 lastMatrix;
[System.NonSerialized]
public Vector3 platformVelocity;
[System.NonSerialized]
public bool newPlatform;
}
public CharacterMotorMovingPlatform movingPlatform = new CharacterMotorMovingPlatform();
[System.Serializable]
public class CharacterMotorSliding {
// Does the character slide on too steep surfaces?
public bool enabled = true;
// How fast does the character slide on steep surfaces?
public float slidingSpeed = 15f;
// How much can the player control the sliding direction?
// If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
public float sidewaysControl = 1.0f;
// How much can the player influence the sliding speed?
// If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
public float speedControl = 0.4f;
}
public CharacterMotorSliding sliding = new CharacterMotorSliding();
[System.NonSerialized]
public bool grounded = true;
[System.NonSerialized]
public Vector3 groundNormal = Vector3.zero;
private Vector3 lastGroundNormal = Vector3.zero;
private Transform tr;
private CharacterController controller ;
void Awake () {
controller = GetComponent <CharacterController>();
tr = transform;
}
private void UpdateFunction () {
// We copy the actual velocity into a temporary variable that we can manipulate.
Vector3 velocity = movement.velocity;
// Update velocity based on input
velocity = ApplyInputVelocityChange(velocity);
// Apply gravity and jumping force
velocity = ApplyGravityAndJumping (velocity);
// Moving platform support
Vector3 moveDistance = Vector3.zero;
if (MoveWithPlatform()) {
Vector3 newGlobalPoint = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
if (moveDistance != Vector3.zero)
controller.Move(moveDistance);
// Support moving platform rotation as well:
Quaternion newGlobalRotation = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
Quaternion rotationDiff = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
var yRotation = rotationDiff.eulerAngles.y;
if (yRotation != 0) {
// Prevent rotation of the local up vector
tr.Rotate(0, yRotation, 0);
}
}
// Save lastPosition for velocity calculation.
Vector3 lastPosition = tr.position;
// We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this.
Vector3 currentMovementOffset = velocity * Time.deltaTime;
// Find out how much we need to push towards the ground to avoid loosing grouning
// when walking down a step or over a sharp change in slope.
float pushDownOffset = Mathf.Max(controller.stepOffset, new Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
if (grounded)
currentMovementOffset -= pushDownOffset * Vector3.up;
// Reset variables that will be set by collision function
movingPlatform.hitPlatform = null;
groundNormal = Vector3.zero;
// Move our character!
movement.collisionFlags = controller.Move (currentMovementOffset);
movement.lastHitPoint = movement.hitPoint;
lastGroundNormal = groundNormal;
if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) {
if (movingPlatform.hitPlatform != null) {
movingPlatform.activePlatform = movingPlatform.hitPlatform;
movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
movingPlatform.newPlatform = true;
}
}
// Calculate the velocity based on the current and previous position.
// This means our velocity will only be the amount the character actually moved as a result of collisions.
Vector3 oldHVelocity = new Vector3(velocity.x, 0, velocity.z);
movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
Vector3 newHVelocity = new Vector3(movement.velocity.x, 0, movement.velocity.z);
// The CharacterController can be moved in unwanted directions when colliding with things.
// We want to prevent this from influencing the recorded velocity.
if (oldHVelocity == Vector3.zero) {
movement.velocity = new Vector3(0, movement.velocity.y, 0);
}
else {
float projectedNewVelocity = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
}
if (movement.velocity.y < velocity.y - 0.001) {
if (movement.velocity.y < 0) {
// Something is forcing the CharacterController down faster than it should.
// Ignore this
movement.velocity.y = velocity.y;
}
else {
// The upwards movement of the CharacterController has been blocked.
// This is treated like a ceiling collision - stop further jumping here.
jumping.holdingJumpButton = false;
}
}
// We were grounded but just loosed grounding
if (grounded && !IsGroundedTest()) {
grounded = false;
// Apply inertia from platform
if (movingPlatform.enabled &&
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
) {
movement.frameVelocity = movingPlatform.platformVelocity;
movement.velocity += movingPlatform.platformVelocity;
}
SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);
// We pushed the character down to ensure it would stay on the ground if there was any.
// But there wasn't so now we cancel the downwards offset to make the fall smoother.
tr.position += pushDownOffset * Vector3.up;
}
// We were not grounded but just landed on something
else if (!grounded && IsGroundedTest()) {
grounded = true;
jumping.jumping = false;
SubtractNewPlatformVelocity();
SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
}
// Moving platforms support
if (MoveWithPlatform()) {
// Use the center of the lower half sphere of the capsule as reference point.
// This works best when the character is standing on moving tilting platforms.
movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5f + controller.radius);
movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
// Support moving platform rotation as well:
movingPlatform.activeGlobalRotation = tr.rotation;
movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation;
}
}
void FixedUpdate () {
if (movingPlatform.enabled) {
if (movingPlatform.activePlatform != null) {
if (!movingPlatform.newPlatform) {
Vector3 lastVelocity = movingPlatform.platformVelocity;
movingPlatform.platformVelocity = (
movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
- movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
) / Time.deltaTime;
}
movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
movingPlatform.newPlatform = false;
}
else {
movingPlatform.platformVelocity = Vector3.zero;
}
}
if (useFixedUpdate)
UpdateFunction();
}
void Update () {
if (!useFixedUpdate)
UpdateFunction();
}
//根据用户输入,修改player的移动速度
private Vector3 ApplyInputVelocityChange (Vector3 velocity) {
if (!canControl)
inputMoveDirection = Vector3.zero;
// Find desired velocity
Vector3 desiredVelocity;
if (grounded && TooSteep()) {//在地上,且太陡峭
// The direction we're sliding in
desiredVelocity = new Vector3(groundNormal.x, 0, groundNormal.z).normalized;
// Find the input movement direction projected onto the sliding direction
var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
// Add the sliding direction, the spped control, and the sideways control vectors
desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl
+ (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
// Multiply with the sliding speed
desiredVelocity *= sliding.slidingSpeed;
}
else
desiredVelocity = GetDesiredHorizontalVelocity();
if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {
desiredVelocity += movement.frameVelocity;
desiredVelocity.y = 0;
}
if (grounded)
desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
else
velocity.y = 0;
// Enforce max velocity change
float maxVelocityChange = GetMaxAcceleration(grounded) * Time.deltaTime;
Vector3 velocityChangeVector = (desiredVelocity - velocity);
if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {
velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
}
// If we're in the air and don't have control, don't apply any velocity change at all.
// If we're on the ground and don't have control we do apply it - it will correspond to friction.
if (grounded || canControl)
velocity += velocityChangeVector;
if (grounded) {
// When going uphill, the CharacterController will automatically move up by the needed amount.
// Not moving it upwards manually prevent risk of lifting off from the ground.
// When going downhill, DO move down manually, as gravity is not enough on steep hills.
velocity.y = Mathf.Min(velocity.y, 0);
}
return velocity;
}
private Vector3 ApplyGravityAndJumping (Vector3 velocity) {
if (!inputJump || !canControl) {
jumping.holdingJumpButton = false;
jumping.lastButtonDownTime = -100;
}
if (inputJump && jumping.lastButtonDownTime < 0 && canControl)
jumping.lastButtonDownTime = Time.time;
if (grounded)
velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
else {
velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
// When jumping up we don't apply gravity for some time when the user is holding the jump button.
// This gives more control over jump height by pressing the button longer.
if (jumping.jumping && jumping.holdingJumpButton) {
// Calculate the duration that the extra jump force should have effect.
// If we're still less than that duration after the jumping time, apply the force.
if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {
// Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
}
}
// Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);
}
if (grounded) {
// Jump only if the jump button was pressed down in the last 0.2 seconds.
// We use this check instead of checking if it's pressed down right now
// because players will often try to jump in the exact moment when hitting the ground after a jump
// and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,
// it's confusing and it feels like the game is buggy.
if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) {
grounded = false;
jumping.jumping = true;
jumping.lastStartTime = Time.time;
jumping.lastButtonDownTime = -100;
jumping.holdingJumpButton = true;
// Calculate the jumping direction
if (TooSteep())
jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
else
jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
// Apply the jumping force to the velwocity. Cancel any vertical velocity first.
velocity.y = 0;
velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);
// Apply inertia from platform
if (movingPlatform.enabled &&
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
) {
movement.frameVelocity = movingPlatform.platformVelocity;
velocity += movingPlatform.platformVelocity;
}
SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);
}
else {
jumping.holdingJumpButton = false;
}
}
return velocity;
}
void OnControllerColliderHit (ControllerColliderHit hit) {
if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) {
if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
groundNormal = hit.normal;
else
groundNormal = lastGroundNormal;
movingPlatform.hitPlatform = hit.collider.transform;
movement.hitPoint = hit.point;
movement.frameVelocity = Vector3.zero;
}
}
private IEnumerator SubtractNewPlatformVelocity () {
// When landing, subtract the velocity of the new ground from the character's velocity
// since movement in ground is relative to the movement of the ground.
if (movingPlatform.enabled &&
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
) {
// If we landed on a new platform, we have to wait for two FixedUpdates
// before we know the velocity of the platform under the character
if (movingPlatform.newPlatform) {
Transform platform = movingPlatform.activePlatform;
yield return new WaitForFixedUpdate();
yield return new WaitForFixedUpdate();
if (grounded && platform == movingPlatform.activePlatform)
yield return 1;
}
movement.velocity -= movingPlatform.platformVelocity;
}
}
private bool MoveWithPlatform () {
return (
movingPlatform.enabled
&& (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
&& movingPlatform.activePlatform != null
);
}
private Vector3 GetDesiredHorizontalVelocity () {
// Find desired velocity
Vector3 desiredLocalDirection = tr.InverseTransformDirection(inputMoveDirection);//从世界坐标,转到本地坐标
float maxSpeed = MaxSpeedInDirection(desiredLocalDirection);
if (grounded) {
//根据当前的坡度,修改最大速度。
// Modify max speed on slopes based on slope speed multiplier curve
var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y) * Mathf.Rad2Deg;
maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
}
return tr.TransformDirection(desiredLocalDirection * maxSpeed);
}
private Vector3 AdjustGroundVelocityToNormal (Vector3 hVelocity, Vector3 groundNormal) {
Vector3 sideways = Vector3.Cross(Vector3.up, hVelocity);
return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
}
private bool IsGroundedTest () {
return (groundNormal.y > 0.01);
}
float GetMaxAcceleration (bool grounded) {
// Maximum acceleration on ground and in air
if (grounded)
return movement.maxGroundAcceleration;
else
return movement.maxAirAcceleration;
}
float CalculateJumpVerticalSpeed (float targetJumpHeight) {
// From the jump height and gravity we deduce the upwards speed
// for the character to reach at the apex.
return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity);
}
bool IsJumping () {
return jumping.jumping;
}
bool IsSliding () {
return (grounded && sliding.enabled && TooSteep());
}
bool IsTouchingCeiling () {
return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
}
bool IsGrounded () {
return grounded;
}
bool TooSteep () {
//groundNormal 是与player模型碰撞接触点的平面法向量,长度为1,y值小于平面与水平面角度的cos值,说明太陡峭。
return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
}
Vector3 GetDirection () {
return inputMoveDirection;
}
void SetControllable (bool controllable) {
canControl = controllable;
}
// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.
// The function returns the length of the resulting vector.
//获得这个方向的最大速度。
float MaxSpeedInDirection (Vector3 desiredMovementDirection) {
if (desiredMovementDirection == Vector3.zero)
return 0;
else {
//不明白就是根据用户输入确定一个方向后,计算这个方向的最大速率。=。=
float zAxisEllipseMultiplier = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
Vector3 temp = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
float length = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
return length;
}
}
void SetVelocity (Vector3 velocity) {
grounded = false;
movement.velocity = velocity;
movement.frameVelocity = Vector3.zero;
SendMessage("OnExternalVelocity");
}
// Require a character controller to be attached to the same game object
//@script RequireComponent (CharacterController)
//@script AddComponentMenu ("Character/Character Motor")
}
'''