DidLand
How do I use Did Land
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
Line | Code | Ex.. |
---|---|---|
279 | SendMessage("DidLand", SendMessageOptions.DontRequireReceiver); | 1 |
412 | SendMessage("DidLand", SendMessageOptions.DontRequireReceiver); | 2 |
File name: PickupController.cs
Copy
151 void Update()
152 {
153 if (isControllable)
154 {
155 if (Input.GetButtonDown("Jump"))
156 {
157 lastJumpButtonTime = Time.time;
158 }
159
160 UpdateSmoothedMovementDirection();
161
162 // Apply gravity
163 // - extra power jump modifies gravity
164 // - controlledDescent mode modifies gravity
165 ApplyGravity();
166
167 // Apply jumping logic
168 ApplyJumping();
169
170
171 // Calculate actual motion
172 Vector3 movement = moveDirection * moveSpeed + new Vector3(0, verticalSpeed, 0) + inAirVelocity;
173 movement *= Time.deltaTime;
174
175 //Debug.Log(movement.x.ToString("0.000") + ":" + movement.z.ToString("0.000"));
176
177 // Move the controller
178 CharacterController controller = GetComponent
179 collisionFlags = controller.Move(movement);
180
181 }
182
183 // PUN: if a remote position is known, we smooth-move to it (being late(r) but smoother)
184 if (this.remotePosition != Vector3.zero)
185 {
186 transform.position = Vector3.Lerp(transform.position, this.remotePosition, Time.deltaTime * this.RemoteSmoothing);
187 }
188
189 velocity = (transform.position - lastPos)*25;
190
191 // ANIMATION sector
192 if (_animation)
193 {
194 if (_characterState == PickupCharacterState.Jumping)
195 {
196 if (!jumpingReachedApex)
197 {
198 _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
199 _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
200 _animation.CrossFade(jumpPoseAnimation.name);
201 }
202 else
203 {
204 _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
205 _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
206 _animation.CrossFade(jumpPoseAnimation.name);
207 }
208 }
209 else
210 {
211 if (_characterState == PickupCharacterState.Idle)
212 {
213 _animation.CrossFade(idleAnimation.name);
214 }
215 else if (_characterState == PickupCharacterState.Running)
216 {
217 _animation[runAnimation.name].speed = runMaxAnimationSpeed;
218 if (this.isControllable)
219 {
220 _animation[runAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, runMaxAnimationSpeed);
221 }
222 _animation.CrossFade(runAnimation.name);
223 }
224 else if (_characterState == PickupCharacterState.Trotting)
225 {
226 _animation[walkAnimation.name].speed = trotMaxAnimationSpeed;
227 if (this.isControllable)
228 {
229 _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, trotMaxAnimationSpeed);
230 }
231 _animation.CrossFade(walkAnimation.name);
232 }
233 else if (_characterState == PickupCharacterState.Walking)
234 {
235 _animation[walkAnimation.name].speed = walkMaxAnimationSpeed;
236 if (this.isControllable)
237 {
238 _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, walkMaxAnimationSpeed);
239 }
240 _animation.CrossFade(walkAnimation.name);
241 }
242
243 if (_characterState != PickupCharacterState.Running)
244 {
245 _animation[runAnimation.name].time = 0.0f;
246 }
247 }
248 }
249 // ANIMATION sector
250
251 // Set rotation to the move direction
252 if (IsGrounded())
253 {
254 // a specialty of this controller: you can disable rotation!
255 if (DoRotate)
256 {
257 transform.rotation = Quaternion.LookRotation(moveDirection);
258 }
259 }
260 else
261 {
262 /* This causes choppy behaviour when colliding with SIDES
263 * Vector3 xzMove = velocity;
264 xzMove.y = 0;
265 if (xzMove.sqrMagnitude > 0.001f)
266 {
267 transform.rotation = Quaternion.LookRotation(xzMove);
268 }*/
269 }
270
271 // We are in jump mode but just became grounded
272 if (IsGrounded())
273 {
274 lastGroundedTime = Time.time;
275 inAirVelocity = Vector3.zero;
276 if (jumping)
277 {
278 jumping = false;
279 SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
280 }
281 }
282
283 lastPos = transform.position;
284 }
File name: ThirdPersonController.cs
Copy
292 void Update()
293 {
294 if (isControllable)
295 {
296 if (Input.GetButtonDown("Jump"))
297 {
298 lastJumpButtonTime = Time.time;
299 }
300
301 UpdateSmoothedMovementDirection();
302
303 // Apply gravity
304 // - extra power jump modifies gravity
305 // - controlledDescent mode modifies gravity
306 ApplyGravity();
307
308 // Apply jumping logic
309 ApplyJumping();
310
311
312 // Calculate actual motion
313 Vector3 movement = moveDirection * moveSpeed + new Vector3(0, verticalSpeed, 0) + inAirVelocity;
314 movement *= Time.deltaTime;
315
316 // Move the controller
317 CharacterController controller = GetComponent
318 collisionFlags = controller.Move(movement);
319 }
320 velocity = (transform.position - lastPos)*25;
321
322 // ANIMATION sector
323 if (_animation)
324 {
325 if (_characterState == CharacterState.Jumping)
326 {
327 if (!jumpingReachedApex)
328 {
329 _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
330 _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
331 _animation.CrossFade(jumpPoseAnimation.name);
332 }
333 else
334 {
335 _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
336 _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
337 _animation.CrossFade(jumpPoseAnimation.name);
338 }
339 }
340 else
341 {
342 if (this.isControllable && velocity.sqrMagnitude < 0.001f)
343 {
344 _characterState = CharacterState.Idle;
345 _animation.CrossFade(idleAnimation.name);
346 }
347 else
348 {
349 if (_characterState == CharacterState.Idle)
350 {
351 _animation.CrossFade(idleAnimation.name);
352 }
353 else if (_characterState == CharacterState.Running)
354 {
355 _animation[runAnimation.name].speed = runMaxAnimationSpeed;
356 if (this.isControllable)
357 {
358 _animation[runAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, runMaxAnimationSpeed);
359 }
360 _animation.CrossFade(runAnimation.name);
361 }
362 else if (_characterState == CharacterState.Trotting)
363 {
364 _animation[walkAnimation.name].speed = trotMaxAnimationSpeed;
365 if (this.isControllable)
366 {
367 _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, trotMaxAnimationSpeed);
368 }
369 _animation.CrossFade(walkAnimation.name);
370 }
371 else if (_characterState == CharacterState.Walking)
372 {
373 _animation[walkAnimation.name].speed = walkMaxAnimationSpeed;
374 if (this.isControllable)
375 {
376 _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, walkMaxAnimationSpeed);
377 }
378 _animation.CrossFade(walkAnimation.name);
379 }
380
381 }
382 }
383 }
384 // ANIMATION sector
385
386 // Set rotation to the move direction
387 if (IsGrounded())
388 {
389
390 transform.rotation = Quaternion.LookRotation(moveDirection);
391
392 }
393 else
394 {
395 /* This causes choppy behaviour when colliding with SIDES
396 * Vector3 xzMove = velocity;
397 xzMove.y = 0;
398 if (xzMove.sqrMagnitude > 0.001f)
399 {
400 transform.rotation = Quaternion.LookRotation(xzMove);
401 }*/
402 }
403
404 // We are in jump mode but just became grounded
405 if (IsGrounded())
406 {
407 lastGroundedTime = Time.time;
408 inAirVelocity = Vector3.zero;
409 if (jumping)
410 {
411 jumping = false;
412 SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
413 }
414 }
415
416 lastPos = transform.position;
417 }
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