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649 lines
21 KiB
C#

using UnityEngine;
using System.Collections;
public class sui_demo_ControllerCharacter : MonoBehaviour {
//PUBLIC VARIABLES
public bool isActive = false;
public bool isControllable = true;
public bool isExtraZoom = false;
public bool keepAboveSurface = false;
public bool handleObjectOcclusion = true;
public Transform cameraTarget;
public Transform buoyancyTarget;
public bool reverseYAxis = true;
public bool reverseXAxis = false;
public Vector2 mouseSensitivity = new Vector2(4.0f,4.0f);
public float cameraFOV = 35.0f;
public Vector2 cameraOffset = new Vector2(0.0f,0.0f);
public float cameraLean = 0.0f;
public float walkSpeed = 0.02f;
public float runSpeed = 0.4f;
public float sprintSpeed = 0.4f;
public float rotationSensitivity = 6.0f;
public Vector3 rotationLimits = new Vector3(0.0f,0.0f,0.0f);
public float minZoomAmount = 1.25f;
public float maxZoomAmount = 8.0f;
public bool showDebug = false;
public sui_demo_animCharacter targetAnimator;
public bool isInBoat = false;
//PRIVATE VARIABLES
private Transform cameraObject;
private Suimono.Core.fx_buoyancy buoyancyObject;
private float rotSense = 0.0f;
private Vector2 axisSensitivity = new Vector2(4.0f,4.0f);
private float followDistance = 5.0f;
private float followHeight = 1.0f;
private float followLat = 0.0f;
private float camFOV = 35.0f;
private float camRotation = 0.0f;
private Vector3 camRot;
private float camHeight = 2.0f;
private bool isInWater = false;
private bool isInWaterDeep = false;
private bool isUnderWater = false;
private bool isAtSurface = false;
private bool isFloating = false;
private bool isFalling = false;
private Vector3 targetPosition;
private float MouseRotationDistance = 0.0f;
private float MouseVerticalDistance = 0.0f;
private GameObject suimonoGameObject;
private Suimono.Core.SuimonoModule suimonoModuleObject;
private float followTgtDistance = 0.0f;
private bool orbitView = false;
private Quaternion targetRotation;
private float MouseScrollDistance = 0.0f;
//private Transform playerObject;
//private float projEmitTimer = 0.0f;
//private float camVRotation = 0.0f;
//private float firingTime = 0.0f;
//private float sightingTime = 0.0f;
private float setFOV = 1.0f;
//private float targetUseLean = 0.0f;
private float useSpeed = 0.0f;
private float useSideSpeed = 0.0f;
private float useVertSpeed = 0.0f;
private float moveSpeed = 0.05f;
private float moveForward = 0.0f;
private float moveSideways = 0.0f;
private float moveForwardTgt = 0.0f;
private float moveSidewaysTgt = 0.0f;
private float moveVert = 0.0f;
private bool isWalking = false;
private bool isRunning = false;
private bool isSprinting = false;
//private bool isMouseMove = false;
//private float lastYPos = 0.0f;
//private float propSpd = 0.0f;
//private float engPos = 0.5f;
//private Transform vehiclePosition;
//private Transform vehicleExitPosition;
//private float forwardAmt = 0.0f;
//private float sidewaysAmt = 0.0f;
//private float editorSensitivity = 1.0f;
//private float button3time = 0.0f;
private Vector3 savePos;
private float oldMouseRotation;
//private float oldMouseVRotation;
private sui_demo_ControllerMaster MC;
private sui_demo_InputController IC;
private float xMove = 0.0f;
private float runButtonTime = 0.0f;
private bool toggleRun = false;
private float gSlope = 0.0f;
private float useSlope = 0.0f;
private float waterLevel;
void Awake() {
//get Suimono Specific Objects
suimonoGameObject = GameObject.Find("SUIMONO_Module");
if (suimonoGameObject != null) suimonoModuleObject = suimonoGameObject.GetComponent<Suimono.Core.SuimonoModule>();
targetPosition = cameraTarget.position;
targetRotation = cameraTarget.rotation;
if (cameraTarget != null){
targetAnimator = cameraTarget.gameObject.GetComponent<sui_demo_animCharacter>();
}
if (buoyancyTarget != null){
buoyancyObject = buoyancyTarget.GetComponent<Suimono.Core.fx_buoyancy>();
}
MC = this.gameObject.GetComponent<sui_demo_ControllerMaster>() as sui_demo_ControllerMaster;
IC = this.gameObject.GetComponent<sui_demo_InputController>() as sui_demo_InputController;
}
void LateUpdate() {
//clamp rotations
if (rotationLimits.x != 0.0f){
if (cameraTarget.transform.eulerAngles.x < 360.0f-rotationLimits.x && cameraTarget.transform.eulerAngles.x > rotationLimits.x+10f){
cameraTarget.transform.eulerAngles = new Vector3(
360.0f-rotationLimits.x,
cameraTarget.transform.eulerAngles.y,
cameraTarget.transform.eulerAngles.z
);
} else if (cameraTarget.transform.eulerAngles.x > rotationLimits.x && cameraTarget.transform.eulerAngles.x < 360.0f-rotationLimits.x){
cameraTarget.transform.eulerAngles = new Vector3(
rotationLimits.x,
cameraTarget.transform.eulerAngles.y,
cameraTarget.transform.eulerAngles.z
);
}
}
if (rotationLimits.y != 0.0f){
if (cameraTarget.transform.eulerAngles.y < 360.0f-rotationLimits.y && cameraTarget.transform.eulerAngles.y > rotationLimits.y+10f){
cameraTarget.transform.eulerAngles = new Vector3(
cameraTarget.transform.eulerAngles.x,
360.0f-rotationLimits.y,
cameraTarget.transform.eulerAngles.z
);
} else if (cameraTarget.transform.eulerAngles.y > rotationLimits.y && cameraTarget.transform.eulerAngles.y < 360.0f-rotationLimits.y){
cameraTarget.transform.eulerAngles = new Vector3(
cameraTarget.transform.eulerAngles.x,
rotationLimits.y,
cameraTarget.transform.eulerAngles.z
);
}
}
if (rotationLimits.z != 0.0f){
if (cameraTarget.transform.eulerAngles.z < 360.0f-rotationLimits.z && cameraTarget.transform.eulerAngles.z > rotationLimits.z+10f){
cameraTarget.transform.eulerAngles = new Vector3(
cameraTarget.transform.eulerAngles.x,
cameraTarget.transform.eulerAngles.y,
360.0f-rotationLimits.z
);
} else if (cameraTarget.transform.eulerAngles.z > rotationLimits.z && cameraTarget.transform.eulerAngles.z < 360.0f-rotationLimits.z){
cameraTarget.transform.eulerAngles = new Vector3(
cameraTarget.transform.eulerAngles.x,
cameraTarget.transform.eulerAngles.y,
rotationLimits.z
);
}
}
}
void FixedUpdate () {
if (isActive){
//------------------------------------
// GET DATA FROM MASTER CONTROLLER
//------------------------------------
cameraObject = MC.cameraObject;
//---------------------------------
// GET KEYBOARD AND MOUSE INPUTS
//---------------------------------
if (isControllable){
//RESET MOVEMENT
moveForward = 0.0f;
moveSideways = 0.0f;
moveVert = 0.0f;
// GET WASD MOVEMENT KEYS
if (IC.inputKeyW) moveForward = 1.0f;
if (IC.inputKeyS) moveForward = -1.0f;
if (IC.inputKeyA) moveSideways = -1.0f;
if (IC.inputKeyD) moveSideways = 1.0f;
if (IC.inputKeyQ) moveVert = -1.0f;
if (IC.inputKeyE) moveVert = 1.0f;
//MOUSE BUTTON 0
//isMouseMove = IC.inputMouseKey0;
//MOUSE BUTTON 1
isExtraZoom = IC.inputMouseKey1;
if (isExtraZoom){
setFOV = 0.5f;
} else {
setFOV = 1.0f;
}
//SHIFT RUN/SPRINT
// Tap Shift to toggle
// hold shift to sprint
isWalking = false;
if (moveForward != 0.0f || moveSideways != 0.0f) isWalking = true;
if (IC.inputKeySHIFTL){
runButtonTime += Time.deltaTime;
if (runButtonTime > 0.2f){
isSprinting = true;
}
} else {
if (runButtonTime > 0.0f){
if (runButtonTime < 0.2f){
isRunning = !isRunning;
if (isRunning) toggleRun = true;
}
if (runButtonTime > 0.2f){
isRunning = false;
}
}
if (isSprinting && toggleRun) isRunning = true;
isSprinting = false;
runButtonTime = 0.0f;
}
//SPACE
orbitView = IC.inputKeySPACE;
}
//CHECK FOR MOUSE INPUT
targetPosition = cameraTarget.position;
oldMouseRotation = MouseRotationDistance;
//oldMouseVRotation = MouseVerticalDistance;
//GET MOUSE MOVEMENT
MouseRotationDistance = IC.inputMouseX;
MouseVerticalDistance = IC.inputMouseY;
MouseScrollDistance = IC.inputMouseWheel;
if (reverseXAxis) MouseRotationDistance = -IC.inputMouseX;
if (reverseYAxis) MouseVerticalDistance = -IC.inputMouseY;
//---------------------------------
// HANDLE CAMERA VIEWS
//---------------------------------
if (!isControllable){
//Zoom Settings used for the intro screen
camFOV = 63.2f;
followLat = Mathf.Lerp(followLat,-0.85f,Time.deltaTime*4.0f);
followHeight = Mathf.Lerp(followHeight,1.8f,Time.deltaTime*4.0f);
followDistance = Mathf.Lerp(followDistance,5.0f,Time.deltaTime*4.0f);
axisSensitivity = new Vector2(
Mathf.Lerp(axisSensitivity.x,mouseSensitivity.x,Time.deltaTime*4.0f),
Mathf.Lerp(axisSensitivity.y,mouseSensitivity.y,Time.deltaTime*4.0f)
);
cameraObject.GetComponent<Camera>().fieldOfView = camFOV;
}
//IDLE SETTINGS lerp camera back
camFOV = Mathf.Lerp(camFOV,cameraFOV*setFOV,Time.deltaTime*4.0f);
followLat = Mathf.Lerp(followLat,-0.4f,Time.deltaTime*4.0f);
followHeight = Mathf.Lerp(followHeight,1.4f,Time.deltaTime*2.0f);
axisSensitivity = new Vector2(
Mathf.Lerp(axisSensitivity.x,mouseSensitivity.x,Time.deltaTime*4.0f),
Mathf.Lerp(axisSensitivity.y,mouseSensitivity.y,Time.deltaTime*4.0f)
);
//LOCK CURSOR
Cursor.lockState = CursorLockMode.None;
//---------------------------------
// SUIMONO SPECIFIC HANDLING
//---------------------------------
// we use this to get the current Suimono plane water level (if applicable) from the
// main Suimono Module object, then translate this into different walk / run speeds
// based on water depth.
if (suimonoModuleObject != null){
waterLevel = suimonoModuleObject.SuimonoGetHeight(cameraTarget.position,"object depth");
isInWater = false;
if (waterLevel < 0.0f) waterLevel = 0.0f;
if (waterLevel > 0.0f){
isInWater = true;
isInWaterDeep = false;
isUnderWater = false;
isFloating = false;
isAtSurface = false;
if (waterLevel >= 0.9f && waterLevel < 1.8f) isInWaterDeep = true;
if (waterLevel >= 1.8f) isUnderWater = true;
if (waterLevel >= 1.2f && waterLevel < 1.8f) isAtSurface = true;
if (isInWaterDeep && waterLevel > 2.0f) isFloating = true;
}
//turn off buoyancy when underwater (if object exists)
if (isUnderWater){
if (buoyancyObject != null) buoyancyObject.engageBuoyancy = false;
} else {
if (buoyancyObject != null) buoyancyObject.engageBuoyancy = true;
}
}
if (isControllable){
//---------------------------------
// CHARACTER ROTATION
//---------------------------------
//ROTATE CHARACTER
if (!orbitView){
//calculate rotation sensitivity
rotSense = rotationSensitivity;
if (isSprinting) rotSense *= 2.0f;
//calculate rotation 3-360 hedge
float rotH = 0.0f;
float tgt = 0.0f;
//move forward
if (moveForward == 1.0f && moveSideways == 0.0f){
tgt = cameraObject.transform.eulerAngles.y;
if ((cameraTarget.eulerAngles.y-tgt) > 180.0f) rotH = -360.0f;
if ((cameraTarget.eulerAngles.y-tgt) < -180.0f) rotH = 360.0f;
cameraTarget.eulerAngles = new Vector3(
cameraTarget.eulerAngles.x,
Mathf.Lerp(cameraTarget.eulerAngles.y+rotH,tgt,Time.deltaTime*rotSense),
cameraTarget.eulerAngles.z
);
//move backward
} else if (moveForward == -1.0f && moveSideways == 0.0f){
rotSense *= 1.0f;
tgt = cameraObject.transform.eulerAngles.y-180.0f;
if ((cameraTarget.eulerAngles.y-tgt) > 180.0f) rotH = -360.0f;
if ((cameraTarget.eulerAngles.y-tgt) < -180.0f) rotH = 360.0f;
cameraTarget.eulerAngles = new Vector3(
cameraTarget.eulerAngles.x,
Mathf.Lerp(cameraTarget.eulerAngles.y+rotH,tgt,Time.deltaTime*rotSense),
cameraTarget.eulerAngles.z
);
//move sideways
} else if (moveSideways != 0.0f && moveForward == 0.0f){
tgt = cameraObject.transform.eulerAngles.y+(90f*moveSideways);
if ((cameraTarget.eulerAngles.y-tgt) > 180.0f) rotH = -360.0f;
if ((cameraTarget.eulerAngles.y-tgt) < -180.0f) rotH = 360.0f;
cameraTarget.eulerAngles = new Vector3(
cameraTarget.eulerAngles.x,
Mathf.Lerp(cameraTarget.eulerAngles.y+rotH,tgt,Time.deltaTime*rotSense),
cameraTarget.eulerAngles.z
);
//move forward side
} else if (moveSideways != 0.0f && moveForward == 1.0f){
rotSense *= 1.4f;
tgt = cameraObject.transform.eulerAngles.y+(45f*moveSideways);
if ((cameraTarget.eulerAngles.y-tgt) > 180.0f) rotH = -360.0f;
if ((cameraTarget.eulerAngles.y-tgt) < -180.0f) rotH = 360.0f;
cameraTarget.eulerAngles = new Vector3(
cameraTarget.eulerAngles.x,
Mathf.Lerp(cameraTarget.eulerAngles.y+rotH,tgt,Time.deltaTime*rotSense),
cameraTarget.eulerAngles.z
);
//move backward side
} else if (moveSideways != 0.0f && moveForward == -1.0f){
rotSense *= 1.4f;
tgt = cameraObject.transform.eulerAngles.y-180.0f-(45f*moveSideways);
if ((cameraTarget.eulerAngles.y-tgt) > 180.0f) rotH = 360.0f;
if ((cameraTarget.eulerAngles.y-tgt) < -180.0f) rotH = -360.0f;
cameraTarget.eulerAngles = new Vector3(
cameraTarget.eulerAngles.x,
Mathf.Lerp(cameraTarget.eulerAngles.y-rotH,tgt,Time.deltaTime*rotSense),
cameraTarget.eulerAngles.z
);
} else {
xMove = Mathf.Lerp(xMove,0.0f,Time.deltaTime);
}
cameraTarget.eulerAngles = new Vector3(0.0f,cameraTarget.eulerAngles.y,0.0f);
}
//---------------------------------
// CALCULATE GROUND SLOPE
//---------------------------------
gSlope = 0.0f;
useSlope = 0.0f;
Vector3 startPos = cameraTarget.position + new Vector3(0f,1.0f,0f);
Vector3 endPos = cameraTarget.position + new Vector3(0f,-0.25f,0f);
RaycastHit hitA;
RaycastHit hitB;
if(Physics.Linecast(startPos, endPos, out hitA)){
if (hitA.transform != cameraTarget.transform){
if (showDebug) Debug.DrawLine (startPos, endPos, Color.red);
if (Physics.Linecast(startPos+(cameraTarget.forward*0.25f), endPos+(cameraTarget.forward*0.25f), out hitB)){
if (showDebug) Debug.DrawLine (startPos+(cameraTarget.forward*0.25f), endPos+(cameraTarget.forward*0.25f), Color.green);
if (showDebug) Debug.DrawLine (hitA.point,hitB.point, Color.black);
//calculate angle
float aFac1 = (hitB.point.y-hitA.point.y);
float aFac2 = (hitB.point.x-hitA.point.x);
gSlope = (Mathf.Atan2(aFac1,aFac2) * Mathf.Rad2Deg);
useSlope = gSlope;
if (gSlope < 0.0f) useSlope = 90.0f+((Mathf.Atan2(aFac1,aFac2) * Mathf.Rad2Deg) % 90.0f);
}
}
}
//---------------------------------
// SET MOVEMENT SPEEDS
//---------------------------------
if (isUnderWater) moveSideways = 0.0f;
if (moveForward == 0.0f && moveSideways == 0.0f){
isWalking = false;
isRunning = false;
isSprinting = false;
}
float spdLerp = 1.7f;
if (isRunning) spdLerp = 2.5f;
if (isSprinting) spdLerp = 3.5f;
moveSpeed = walkSpeed;
if (isInWaterDeep || isUnderWater) isRunning = false;
if (isRunning) moveSpeed = runSpeed;
if (isSprinting) moveSpeed = sprintSpeed;
if (moveForward != 0.0f && moveSideways != 0.0f) moveSpeed *= 0.5f;
float wMod = 1.0f;
if (isInWater) wMod = 0.8f;
if (isInWaterDeep) wMod = 0.6f;
if (isUnderWater) wMod = 0.5f;
moveSpeed *= wMod;
//slowmovement based on slope
if (gSlope > 0.0f){
if (useSlope > 0.25f && useSlope < 90.0f){
moveSpeed *= (1.25f-(useSlope / 90.0f));
}
}
useSpeed = Mathf.Lerp(useSpeed, (moveSpeed * moveForward), Time.deltaTime*spdLerp);
useSideSpeed = Mathf.Lerp(useSideSpeed, (moveSpeed * moveSideways), Time.deltaTime*spdLerp);
if (isUnderWater || isInWater){
useVertSpeed = Mathf.Lerp(useVertSpeed, (moveSpeed * moveVert), Time.deltaTime*spdLerp);
} else {
useVertSpeed = 0.0f;
}
//---------------------------------
// CHARACTER MOVEMENT
//---------------------------------
if (cameraTarget.GetComponent<Rigidbody>()){
//calculate forward / backward movement
Vector3 setNewPos;
setNewPos = ((cameraTarget.transform.forward * useSpeed * moveForwardTgt));
if (moveForward != 0.0f && moveForwardTgt != moveForward) moveForwardTgt = moveForward;
//calculate sideways movement
Vector3 setNewSidePos;
setNewSidePos = ((cameraTarget.transform.forward * useSideSpeed * moveSidewaysTgt));
if (moveSideways != 0.0f && moveSidewaysTgt != moveSideways) moveSidewaysTgt = moveSideways;
//calculate vertical while underwater
Vector3 setNewVertPos;
setNewVertPos = new Vector3(0f,useVertSpeed,0f);
//set final movement
cameraTarget.GetComponent<Rigidbody>().MovePosition(cameraTarget.GetComponent<Rigidbody>().position + (setNewPos + setNewSidePos + setNewVertPos));
}
//---------------------------------
// CAMERA POSITIONING
//---------------------------------
//Calculate Follow Distance
float followLerpSpeed = 2.0f;
followDistance -= (MouseScrollDistance*8.0f);
followDistance = Mathf.Clamp(followDistance,minZoomAmount,maxZoomAmount);
followTgtDistance = Mathf.Lerp(followTgtDistance,followDistance,Time.deltaTime*followLerpSpeed);
// Calculate Rotation
camRotation = Mathf.Lerp(oldMouseRotation,MouseRotationDistance*axisSensitivity.x,Time.deltaTime);
targetRotation.eulerAngles = new Vector3(
targetRotation.eulerAngles.x,
(targetRotation.eulerAngles.y + camRotation),
targetRotation.eulerAngles.z
);
cameraObject.transform.eulerAngles = new Vector3(
targetRotation.eulerAngles.x,
targetRotation.eulerAngles.y,
cameraObject.transform.eulerAngles.z
);
camHeight = Mathf.Lerp(camHeight,camHeight+MouseVerticalDistance*axisSensitivity.y,Time.deltaTime);
if (keepAboveSurface && suimonoModuleObject != null){
camHeight = Mathf.Clamp(camHeight,waterLevel+0.25f,12.0f);
} else {
camHeight = Mathf.Clamp(camHeight,-1.0f,12.0f);
}
// SET CAMERA POSITION and ROTATIONS
cameraObject.transform.position = cameraTarget.transform.position+(-cameraObject.transform.forward*followTgtDistance);
cameraObject.transform.position = new Vector3(
cameraObject.transform.position.x,
(cameraObject.transform.position.y + camHeight),
cameraObject.transform.position.z
);
cameraObject.transform.LookAt(new Vector3(targetPosition.x,targetPosition.y + followHeight,targetPosition.z));
//CHECK CAMERA OCCLUSION and REPOSITION
if (handleObjectOcclusion){
//RaycastHit[] hits;
Vector3 testPos = cameraTarget.transform.position;
testPos = new Vector3(testPos.x, (testPos.y + followHeight), testPos.z);
RaycastHit hit = new RaycastHit();
if(Physics.Linecast(testPos,cameraObject.transform.position, out hit)) {
if (hit.transform.gameObject.layer != suimonoModuleObject.layerWaterNum){
if (hit.transform == transform || hit.transform == cameraTarget){
//do nothing
} else {
//check for triggers
bool trigCheck = false;
if (hit.transform.GetComponent<Collider>() != null){
if (hit.transform.GetComponent<Collider>().isTrigger) trigCheck = true;
}
if (!trigCheck){
//calculate ray
//Ray dirRay = new Ray(testPos, testPos - cameraObject.transform.position);
//move camera
cameraObject.transform.position = hit.point;
}
}
}
}
}
//set camera leaning
cameraObject.transform.eulerAngles = new Vector3(
cameraObject.transform.rotation.eulerAngles.x,
cameraObject.transform.rotation.eulerAngles.y,
cameraLean
);
}
//---------------------------------
// SET CAMERA SETTINGS and FX
//---------------------------------
if (isControllable){
//SET CAMERA SETTINGS
cameraObject.GetComponent<Camera>().fieldOfView = camFOV;
}
}
//-----------------------------------
// SEND MODES TO CHARACTER ANIMATOR
//------------------------------------
if (targetAnimator != null){
targetAnimator.isWalking = isWalking;
targetAnimator.isRunning = isRunning;
targetAnimator.isSprinting = isSprinting;
targetAnimator.moveForward = moveForward;
targetAnimator.moveSideways = moveSideways;
targetAnimator.gSlope = gSlope;
targetAnimator.useSlope = useSlope;
targetAnimator.isInWater = isInWater;
targetAnimator.isInWaterDeep = isInWaterDeep;
targetAnimator.isUnderWater = isUnderWater;
targetAnimator.isFloating = isFloating;
targetAnimator.isAtSurface = isAtSurface;
targetAnimator.isFalling = isFalling;
targetAnimator.isInBoat = isInBoat;
}
}
}