set up basic walking, running, jumping
TODO: crouching, climbing
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99
Assets/Scripts/Runtime/Player/PlayerMotor.cs
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99
Assets/Scripts/Runtime/Player/PlayerMotor.cs
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using Boxfriend.Extensions;
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using Boxfriend.Input;
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using KinematicCharacterController;
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using UnityEngine;
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namespace Boxfriend.Player
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{
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[RequireComponent(typeof(InputDispatcher))]
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[RequireComponent(typeof(KinematicCharacterMotor))]
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public class PlayerMotor : MonoBehaviour, ICharacterController
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{
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[SerializeField, InspectorOnly] private KinematicCharacterMotor _characterMotor;
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[SerializeField, InspectorOnly] private InputDispatcher _input;
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private bool _isSprinting;
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private float _yRotation;
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private float _gravityVelocity;
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private Vector3 _moveDirection;
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private Vector3 _groundNormal = Vector3.up;
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[SerializeField, InspectorOnly] private float _moveSpeed;
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[SerializeField, InspectorOnly] private float _defaultGravity;
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[SerializeField, InspectorOnly] private float _jumpForce;
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private void Awake ()
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{
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_input.OnLook += OnLook;
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_input.OnMove += OnMove;
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_input.OnJump += OnJump;
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_input.OnSprint += OnSprint;
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_characterMotor.CharacterController = this;
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}
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private void OnLook (Vector2 delta) => _yRotation = Mathf.Repeat(_yRotation + delta.x, 360);
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private void OnMove (Vector2 inputDir) => _moveDirection = inputDir.To3D();
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private void OnSprint (bool sprinting) => _isSprinting = sprinting;
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private void OnJump ()
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{
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if (!_characterMotor.GroundingStatus.IsStableOnGround)
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return;
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_characterMotor.ForceUnground();
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_groundNormal = Vector3.up;
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_gravityVelocity = _jumpForce;
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}
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public void UpdateRotation (ref Quaternion currentRotation, float deltaTime) => currentRotation = Quaternion.Euler(0, _yRotation, 0);
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public void UpdateVelocity (ref Vector3 currentVelocity, float deltaTime)
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{
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if (!_characterMotor.GroundingStatus.IsStableOnGround)
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{
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_gravityVelocity += _defaultGravity * deltaTime;
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currentVelocity.y = _gravityVelocity;
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return;
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}
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_gravityVelocity = 0;
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var moveDir = transform.TransformDirection(_moveDirection);
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var direction = _characterMotor.GetDirectionTangentToSurface(moveDir, _groundNormal);
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direction *= _isSprinting ? _moveSpeed * 1.5f : _moveSpeed;
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direction.y += _gravityVelocity;
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currentVelocity = direction;
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}
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public void BeforeCharacterUpdate (float deltaTime) { }
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public void PostGroundingUpdate (float deltaTime) { }
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public void AfterCharacterUpdate (float deltaTime) { }
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public bool IsColliderValidForCollisions (Collider coll) => coll != _characterMotor.Capsule;
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public void OnGroundHit (Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
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ref HitStabilityReport hitStabilityReport) => _groundNormal = hitNormal;
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public void OnMovementHit (Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint,
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ref HitStabilityReport hitStabilityReport)
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{ }
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public void ProcessHitStabilityReport (Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition,
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Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
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{ }
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public void OnDiscreteCollisionDetected (Collider hitCollider) { }
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private void Reset ()
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{
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_characterMotor = GetComponent<KinematicCharacterMotor>();
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_input = GetComponent<InputDispatcher>();
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}
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}
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}
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2
Assets/Scripts/Runtime/Player/PlayerMotor.cs.meta
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2
Assets/Scripts/Runtime/Player/PlayerMotor.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: aae104d826c777940970b41deaa82b38
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