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CharacterMotor角色控制

(2016-07-21 10:50:59)

using UnityEngine;
using System.Collections;


//刚体角色驱动
public class CharacterMotor : MonoBehaviour
{
    //输入控制
    bool canControl = true;
    //物理更新
    bool useFixedUpdate = true;
    //序列化  但是不显示在inspector层
    [HideInInspector]
    public Vector3 inputMoveDirection = Vector3.zero;
    [HideInInspector]
    //起始不为跳跃
    public bool inputJump = false;


    class CharacterMotorMovement
    {
         //水平最大速度
        public float maxForwardSpeed = 10.0f;
        public float maxSidewaysSpeed = 10.0f;
        public float maxBackwardsSpeed = 10.0f;

        //可调节动画帧率   基于斜率的乘法速度曲线(负=向下)
        public AnimationCurve slopeSpeedMultiplier = new AnimationCurve(new Keyframe(-90, 1), new Keyframe(0, 1), new Keyframe(90, 0));

        public float maxGroundAcceleration = 30.0f;
        public float maxAirAcceleration = 20.0f;

         //人物的引力
        public float gravity = 10.0f;
        public float maxFallSpeed = 20.0f;

        [HideInInspector]
        //判断是否接近地面
        public CollisionFlags collisionFlags;

         //跟踪角色的速度
        [HideInInspector]
        public Vector3 velocity;

        [HideInInspector]
        public Vector3 frameVelocity = Vector3.zero;

        [HideInInspector]
        public Vector3 hitPoint = Vector3.zero;

        [HideInInspector]
        public Vector3 lastHitPoint = new Vector3(Mathf.Infinity, 0, 0);
    }

    CharacterMotorMovement movement = new CharacterMotorMovement();

    //设置状态
    enum MovementTransferOnJump
    {
        None, // 跳跃不受地面速度的影响
        InitTransfer, //从地板上跳的初速度,然后逐渐停下来
        PermaTransfer, // 得到初始速度跳跃从楼,和保持,直到着陆速度
        PermaLocked // 跳跃是相对于移动的最后一个接触地板,并将与该地板一起移动。
    }

    //记录跳跃相关的所有变量
    class CharacterMotorJumping
    {
         //是否跳跃
        public bool enabled = true;

         //点击一次跳跃高度
        public float baseHeight = 1.0f;

         //按住跳跃高度
        public float extraHeight = 4.1f;

         //0 垂直的跳跃,1垂直的。平面跳跃
        public float perpAmount = 0.0f;

        //斗破跳跃
        public float steepPerpAmount = 0.5f;


        [HideInInspector]
        //是否在跳跃进行时
        public bool jumping = false;
        //是否按住跳跃键
        [HideInInspector]
        public bool holdingJumpButton = false;
        //起始跳跃时间
        [HideInInspector]
        public float lastStartTime = 0.0f;

        [HideInInspector]
        public float lastButtonDownTime = -100;
        //跳跃方向
        [HideInInspector]
        public Vector3 jumpDir = Vector3.up;
    }

    //跳跃类
    CharacterMotorJumping jumping = new CharacterMotorJumping();

    class CharacterMotorMovingPlatform
    {
        public bool enabled = true;

        public MovementTransferOnJump movementTransfer = MovementTransferOnJump.PermaTransfer;

        [HideInInspector]
        public Transform hitPlatform;

        [HideInInspector]
        public Transform activePlatform;

        [HideInInspector]
        public Vector3 activeLocalPoint;

        [HideInInspector]
        public Vector3 activeGlobalPoint;

        [HideInInspector]
        public Quaternion activeLocalRotation;

        [HideInInspector]
        public Quaternion activeGlobalRotation;

        [HideInInspector]
        public Matrix4x4 lastMatrix;

        [HideInInspector]
        public Vector3 platformVelocity;

        [HideInInspector]
        public bool newPlatform;
    }
    //移动平台
    CharacterMotorMovingPlatform movingPlatform = new CharacterMotorMovingPlatform();

    class CharacterMotorSliding
    {
         //是否在斗破移动
        public bool enabled = true;

         //陡坡移动速度
        public float slidingSpeed = 15f;

        //以一半的速度向下移动
        public float sidewaysControl = 1.0f;

        //滑动累加值
        public float speedControl = 0.4f;
    }

    CharacterMotorSliding sliding = new CharacterMotorSliding();

    [HideInInspector]
    //地面
    bool grounded = true;
    //平滑地面
    [HideInInspector]
    Vector3 groundNormal = Vector3.zero;

    private Vector3 lastGroundNormal = Vector3.zero;

    private Transform tr;

    private CharacterController controller;
    public void Awake()
    {
        //CharacterMotorObj = obj;
        controller = GetComponent();
        tr = transform;
    }

    //内部更新机制
    private void UpdateFunction()
    {
         //实际速度给一个临时变量
        Vector3 velocity = movement.velocity;

         //赋值新的速度
        velocity = ApplyInputVelocityChange(velocity);

         //赋值新的跳跃
        velocity = ApplyGravityAndJumping(velocity);

         //移动平台 距离
        Vector3 moveDistance = Vector3.zero;

        if (MoveWithPlatform())
        {
            Vector3 newGlobalPoint = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
            moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
            if (moveDistance != Vector3.zero)
            {
                controller.Move(moveDistance);
            }
             //移动平台旋转
            Quaternion newGlobalRotation = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
            Quaternion rotationDiff = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);

            float yRotation = rotationDiff.eulerAngles.y;
            if (yRotation != 0)
            {
                 //防止局部向上向量的旋转
                tr.Rotate(0, yRotation, 0);
            }
        }

         //保存lastposition for速度计算。
        Vector3 lastPosition = tr.position;

         //当前移动确切时间
        Vector3 currentMovementOffset = velocity * Time.deltaTime;

        float pushDownOffset = Mathf.Max(controller.stepOffset, new Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
        if (grounded)
        {
            currentMovementOffset -= pushDownOffset * Vector3.up;
        }


         //将设置为冲突函数的重置变量
        movingPlatform.hitPlatform = null;
        groundNormal = Vector3.zero;

         //移动角色
        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;
            }
        }

         //基于当前和以前的位置计算速度
        Vector3 oldHVelocity = new Vector3(velocity.x, 0, velocity.z);
         //碰撞的结果
        movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
        Vector3 newHVelocity = new Vector3(movement.velocity.x, 0, movement.velocity.z);

        if (oldHVelocity == Vector3.zero)//在不需要的方向碰撞时的时候
        {
            movement.velocity = new Vector3(0, movement.velocity.y, 0);
        }
        else //防止这种影响的记录速度
        {
            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)
            {
                movement.velocity.y = velocity.y;
            }
            else
            {
                jumping.holdingJumpButton = false;
            }
        }

         //接触地面的时候
        if (grounded && !IsGroundedTest())
        {
            grounded = false;

            
            if (movingPlatform.enabled &&
                (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
                movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
            )
            {
                movement.frameVelocity = movingPlatform.platformVelocity;
                movement.velocity += movingPlatform.platformVelocity;
            }

            SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);

            tr.position += pushDownOffset * Vector3.up;
        }
         //刚降落的时候
        else if (!grounded && IsGroundedTest())
        {
            grounded = true;
            jumping.jumping = false;
            SubtractNewPlatformVelocity();

            SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
        }

        if (MoveWithPlatform())
        {
            //作为参考点的下半球形的中心点
            movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height * 0.5f + controller.radius);
            //当人物站在倾斜的平台上时,这一效果最好
            movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);

             //平台旋转
            movingPlatform.activeGlobalRotation = tr.rotation;
            movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation;
        }
    }

    public 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();
        }

    }

    public void Update()
    {
        if (!useFixedUpdate)
        {
            UpdateFunction();
        }

    }

    private Vector3 ApplyInputVelocityChange(Vector3 velocity)
    {
        if (!canControl)
        {
            inputMoveDirection = Vector3.zero;
        }
         //记录期望的速度
        Vector3 desiredVelocity;
        if (grounded && TooSteep())
        {
            //记录方向
            desiredVelocity = new Vector3(groundNormal.x, 0, groundNormal.z).normalized;
             //输入运动方向投影到滑动方向上
            Vector3 projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
            //添加滑动方向,速度控制,和横向控制向量
            desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
             //乘与滑动速度
            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;
        }


         //执行最大速度变化
        float maxVelocityChange = GetMaxAcceleration(grounded) * Time.deltaTime;
        Vector3 velocityChangeVector = (desiredVelocity - velocity);
        if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange)
        {
            velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
        }

        if (grounded || canControl)//如果我们在空中,没有控制,不要用任何速度改变
        {
            velocity += velocityChangeVector;
        }
        if (grounded)
        {
            velocity.y = Mathf.Min(velocity.y, 0);
        }

        return velocity;
    }
    //应用重力 和  跳跃
    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;

            if (jumping.jumping && jumping.holdingJumpButton)
            {
                if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight))
                {
                    velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
                }
            }

            //角色一个终端速度
            velocity.y = Mathf.Max(velocity.y, -movement.maxFallSpeed);
        }

        if (grounded)
        {

            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;

                //计算跳跃方向
                if (TooSteep())
                {
                    jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
                }
                else
                {
                    jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
                }
                 //应用跳跃力的速度。先取消任何垂直速度。
                velocity.y = 0;
                velocity += jumping.jumpDir * CalculateJumpVerticalSpeed(jumping.baseHeight);

                //应用惯性平台
                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()
    {

        if (movingPlatform.enabled && (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer || movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer))
        {

            if (movingPlatform.newPlatform)
            {
                Transform platform = movingPlatform.activePlatform;
                yield return new WaitForFixedUpdate();
                yield return new WaitForFixedUpdate();
                if (grounded && platform == movingPlatform.activePlatform)
                {
                    yield return 1;//协同等待一秒在继续执行
                }

            }
            movement.velocity -= movingPlatform.platformVelocity;
        }
    }

    private bool MoveWithPlatform()
    {
        return (movingPlatform.enabled && (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked) && movingPlatform.activePlatform != null);
    }

    private Vector3 GetDesiredHorizontalVelocity()
    {
         //记录期望的速度
        Vector3 desiredLocalDirection = tr.InverseTransformDirection(inputMoveDirection);
        float maxSpeed = MaxSpeedInDirection(desiredLocalDirection);
        if (grounded)
        {
             //基于斜率速度乘子曲线的斜坡最大速度修正
            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 > 0.01f);
    }

    float GetMaxAcceleration(bool grounded)
    {
         //地面和空中的最大加速度
        float MaxAirSpeed = 0;
        if (grounded)
        {
            MaxAirSpeed = movement.maxGroundAcceleration;
        }
        else
        {
            MaxAirSpeed = movement.maxAirAcceleration;
        }
        return MaxAirSpeed;
    }

    float CalculateJumpVerticalSpeed(float targetJumpHeight)
    {
        //推断向上的速度
        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()
    {
        return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
    }

    Vector3 GetDirection()
    {
        return inputMoveDirection;
    }

    void SetControllable(bool controllable)
    {
        canControl = controllable;
    }
    //返回所得到的向量的长度
    float MaxSpeedInDirection(Vector3 desiredMovementDirection)
    {
        if (desiredMovementDirection == Vector3.zero)
        {
            return 0;
        }
        else
        {
            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");
    }
}

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