1 using System;
2 using UnityEngine;
3 using UnityStandardAssets.CrossPlatformInput;
4 using UnityStandardAssets.Utility;
5 using Random = UnityEngine.Random;
6
7 namespace UnityStandardAssets.Characters.FirstPerson
8 {
9 [RequireComponent(typeof (CharacterController))]
10 [RequireComponent(typeof (AudioSource))]
11 public class FirstPersonController : MonoBehaviour
12 {
13 [SerializeField] private bool m_IsWalking;
14 [SerializeField] private float m_WalkSpeed;
15 [SerializeField] private float m_RunSpeed;
16 [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;
17 [SerializeField] private float m_JumpSpeed;
18 [SerializeField] private float m_StickToGroundForce;
19 [SerializeField] private float m_GravityMultiplier;
20 [SerializeField] private MouseLook m_MouseLook;
21 [SerializeField] private bool m_UseFovKick;
22 [SerializeField] private FOVKick m_FovKick = new FOVKick();
23 [SerializeField] private bool m_UseHeadBob;
24 [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob();
25 [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();
26 [SerializeField] private float m_StepInterval;
27 [SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from.
28 [SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground.
29 [SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground.
30
31 private Camera m_Camera;
32 private bool m_Jump;
33 private float m_YRotation;
34 private Vector2 m_Input;
35 private Vector3 m_MoveDir = Vector3.zero;
36 private CharacterController m_CharacterController;
37 private CollisionFlags m_CollisionFlags;
38 private bool m_PreviouslyGrounded;
39 private Vector3 m_OriginalCameraPosition;
40 private float m_StepCycle;
41 private float m_NextStep;
42 private bool m_Jumping;
43 private AudioSource m_AudioSource;
44
45 // Use this for initialization
46 private void Start()
47 {
48 m_CharacterController = GetComponent<CharacterController>();
49 m_Camera = Camera.main;
50 m_OriginalCameraPosition = m_Camera.transform.localPosition;
51 m_FovKick.Setup(m_Camera);
52 m_HeadBob.Setup(m_Camera, m_StepInterval);
53 m_StepCycle = 0f;
54 m_NextStep = m_StepCycle/2f;
55 m_Jumping = false;
56 m_AudioSource = GetComponent<AudioSource>();
57 m_MouseLook.Init(transform , m_Camera.transform);
58 }
59
60
61 // Update is called once per frame
62 private void Update()
63 {
64 RotateView();
65 // the jump state needs to read here to make sure it is not missed
66 if (!m_Jump)
67 {
68 m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
69 }
70
71 if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
72 {
73 StartCoroutine(m_JumpBob.DoBobCycle());
74 PlayLandingSound();
75 m_MoveDir.y = 0f;
76 m_Jumping = false;
77 }
78 if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
79 {
80 m_MoveDir.y = 0f;
81 }
82
83 m_PreviouslyGrounded = m_CharacterController.isGrounded;
84 }
85
86
87 private void PlayLandingSound()
88 {
89 m_AudioSource.clip = m_LandSound;
90 m_AudioSource.Play();
91 m_NextStep = m_StepCycle + .5f;
92 }
93
94
95 private void FixedUpdate()
96 {
97 float speed;
98 GetInput(out speed);
99 // always move along the camera forward as it is the direction that it being aimed at
100 Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;
101
102 // get a normal for the surface that is being touched to move along it
103 RaycastHit hitInfo;
104 Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
105 m_CharacterController.height/2f, ~0, QueryTriggerInteraction.Ignore);
106 desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
107
108 m_MoveDir.x = desiredMove.x*speed;
109 m_MoveDir.z = desiredMove.z*speed;
110
111
112 if (m_CharacterController.isGrounded)
113 {
114 m_MoveDir.y = -m_StickToGroundForce;
115
116 if (m_Jump)
117 {
118 m_MoveDir.y = m_JumpSpeed;
119 PlayJumpSound();
120 m_Jump = false;
121 m_Jumping = true;
122 }
123 }
124 else
125 {
126 m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
127 }
128 m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);
129
130 ProgressStepCycle(speed);
131 UpdateCameraPosition(speed);
132
133 m_MouseLook.UpdateCursorLock();
134 }
135
136
137 private void PlayJumpSound()
138 {
139 m_AudioSource.clip = m_JumpSound;
140 m_AudioSource.Play();
141 }
142
143
144 private void ProgressStepCycle(float speed)
145 {
146 if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
147 {
148 m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
149 Time.fixedDeltaTime;
150 }
151
152 if (!(m_StepCycle > m_NextStep))
153 {
154 return;
155 }
156
157 m_NextStep = m_StepCycle + m_StepInterval;
158
159 PlayFootStepAudio();
160 }
161
162
163 private void PlayFootStepAudio()
164 {
165 if (!m_CharacterController.isGrounded)
166 {
167 return;
168 }
169 // pick & play a random footstep sound from the array,
170 // excluding sound at index 0
171 int n = Random.Range(1, m_FootstepSounds.Length);
172 m_AudioSource.clip = m_FootstepSounds[n];
173 m_AudioSource.PlayOneShot(m_AudioSource.clip);
174 // move picked sound to index 0 so it's not picked next time
175 m_FootstepSounds[n] = m_FootstepSounds[0];
176 m_FootstepSounds[0] = m_AudioSource.clip;
177 }
178
179
180 private void UpdateCameraPosition(float speed)
181 {
182 Vector3 newCameraPosition;
183 if (!m_UseHeadBob)
184 {
185 return;
186 }
187 if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
188 {
189 m_Camera.transform.localPosition =
190 m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
191 (speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
192 newCameraPosition = m_Camera.transform.localPosition;
193 newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
194 }
195 else
196 {
197 newCameraPosition = m_Camera.transform.localPosition;
198 newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
199 }
200 m_Camera.transform.localPosition = newCameraPosition;
201 }
202
203
204 private void GetInput(out float speed)
205 {
206 // Read input
207 float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
208 float vertical = CrossPlatformInputManager.GetAxis("Vertical");
209
210 bool waswalking = m_IsWalking;
211
212 #if !MOBILE_INPUT
213 // On standalone builds, walk/run speed is modified by a key press.
214 // keep track of whether or not the character is walking or running
215 m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
216 #endif
217 // set the desired speed to be walking or running
218 speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
219 m_Input = new Vector2(horizontal, vertical);
220
221 // normalize input if it exceeds 1 in combined length:
222 if (m_Input.sqrMagnitude > 1)
223 {
224 m_Input.Normalize();
225 }
226
227 // handle speed change to give an fov kick
228 // only if the player is going to a run, is running and the fovkick is to be used
229 if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
230 {
231 StopAllCoroutines();
232 StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
233 }
234 }
235
236
237 private void RotateView()
238 {
239 m_MouseLook.LookRotation (transform, m_Camera.transform);
240 }
241
242
243 private void OnControllerColliderHit(ControllerColliderHit hit)
244 {
245 Rigidbody body = hit.collider.attachedRigidbody;
246 //dont move the rigidbody if the character is on top of it
247 if (m_CollisionFlags == CollisionFlags.Below)
248 {
249 return;
250 }
251
252 if (body == null || body.isKinematic)
253 {
254 return;
255 }
256 body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
257 }
258 }
259 }