Mathf









How do I use Mathf
Below are practical examples compiled from projects for learning and reference purposes

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File name: JumpAndRunMovement.cs Copy
89     void UpdateIsRunning()
90     {
91         m_Animator.SetBool( "IsRunning", Mathf.Abs( m_Body.velocity.x ) > 0.1f );
92     }
File name: DemoMecanimGUI.cs Copy
33     public void Update()
34     {
35         FindRemoteAnimator();
36
37         m_SlideIn = Mathf.Lerp( m_SlideIn, m_IsOpen ? 1f : 0f, Time.deltaTime * 9f );
38         m_FoundPlayerSlideIn = Mathf.Lerp( m_FoundPlayerSlideIn, m_AnimatorView == null ? 0f : 1f, Time.deltaTime * 5f );
39     }
File name: PickupCamera.cs Copy
86     float AngleDistance( float a, float b )
87     {
88         a = Mathf.Repeat( a, 360 );
89         b = Mathf.Repeat( b, 360 );
90
91         return Mathf.Abs( b - a );
92     }
File name: PickupCamera.cs Copy
94     void Apply( Transform dummyTarget, Vector3 dummyCenter )
95     {
96         // Early out if we don't have a target
97         if( !controller )
98             return;
99
100         Vector3 targetCenter = _target.position + centerOffset;
101         Vector3 targetHead = _target.position + headOffset;
102
103         // DebugDrawStuff();
104
105         // Calculate the current & target rotation angles
106         float originalTargetAngle = _target.eulerAngles.y;
107         float currentAngle = cameraTransform.eulerAngles.y;
108
109         // Adjust real target angle when camera is locked
110         float targetAngle = originalTargetAngle;
111
112         // When pressing Fire2 (alt) the camera will snap to the target direction real quick.
113         // It will stop snapping when it reaches the target
114         if( Input.GetButton( "Fire2" ) )
115             snap = true;
116
117         if( snap )
118         {
119             // We are close to the target, so we can stop snapping now!
120             if( AngleDistance( currentAngle, originalTargetAngle ) < 3.0f )
121                 snap = false;
122
123             currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, snapSmoothLag, snapMaxSpeed );
124         }
125         // Normal camera motion
126         else
127         {
128             if( controller.GetLockCameraTimer() < lockCameraTimeout )
129             {
130                 targetAngle = currentAngle;
131             }
132
133             // Lock the camera when moving backwards!
134             // * It is really confusing to do 180 degree spins when turning around.
135             if( AngleDistance( currentAngle, targetAngle ) > 160 && controller.IsMovingBackwards() )
136                 targetAngle += 180;
137
138             currentAngle = Mathf.SmoothDampAngle( currentAngle, targetAngle, ref angleVelocity, angularSmoothLag, angularMaxSpeed );
139         }
140
141
142         // When jumping don't move camera upwards but only down!
143         if( controller.IsJumping() )
144         {
145             // We'd be moving the camera upwards, do that only if it's really high
146             float newTargetHeight = targetCenter.y + height;
147             if( newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5 )
148                 targetHeight = targetCenter.y + height;
149         }
150         // When walking always update the target height
151         else
152         {
153             targetHeight = targetCenter.y + height;
154         }
155
156         // Damp the height
157         float currentHeight = cameraTransform.position.y;
158         currentHeight = Mathf.SmoothDamp( currentHeight, targetHeight, ref heightVelocity, heightSmoothLag );
159
160         // Convert the angle into a rotation, by which we then reposition the camera
161         Quaternion currentRotation = Quaternion.Euler( 0, currentAngle, 0 );
162
163         // Set the position of the camera on the x-z plane to:
164         // distance meters behind the target
165         cameraTransform.position = targetCenter;
166         cameraTransform.position += currentRotation * Vector3.back * distance;
167
168         // Set the height of the camera
169         cameraTransform.position = new Vector3( cameraTransform.position.x, currentHeight, cameraTransform.position.z );
170
171         // Always look at the target
172         SetUpRotation( targetCenter, targetHead );
173     }
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: PickupController.cs Copy
308     void UpdateSmoothedMovementDirection()
309     {
310         Transform cameraTransform = Camera.main.transform;
311         bool grounded = IsGrounded();
312
313         // Forward vector relative to the camera along the x-z plane
314         Vector3 forward = cameraTransform.TransformDirection(Vector3.forward);
315         forward.y = 0;
316         forward = forward.normalized;
317
318         // Right vector relative to the camera
319         // Always orthogonal to the forward vector
320         Vector3 right = new Vector3(forward.z, 0, -forward.x);
321
322         float v = Input.GetAxisRaw("Vertical");
323         float h = Input.GetAxisRaw("Horizontal");
324
325         // Are we moving backwards or looking backwards
326         if (v < -0.2f)
327             movingBack = true;
328         else
329             movingBack = false;
330
331         bool wasMoving = isMoving;
332         isMoving = Mathf.Abs(h) > 0.1f || Mathf.Abs(v) > 0.1f;
333
334         // Target direction relative to the camera
335         Vector3 targetDirection = h * right + v * forward;
336         // Debug.Log("targetDirection " + targetDirection);
337
338         // Grounded controls
339         if (grounded)
340         {
341             // Lock camera for short period when transitioning moving & standing still
342             lockCameraTimer += Time.deltaTime;
343             if (isMoving != wasMoving)
344                 lockCameraTimer = 0.0f;
345
346             // We store speed and direction seperately,
347             // so that when the character stands still we still have a valid forward direction
348             // moveDirection is always normalized, and we only update it if there is user input.
349             if (targetDirection != Vector3.zero)
350             {
351                 // If we are really slow, just snap to the target direction
352                 if (moveSpeed < walkSpeed * 0.9f && grounded)
353                 {
354                     moveDirection = targetDirection.normalized;
355                 }
356                 // Otherwise smoothly turn towards it
357                 else
358                 {
359                     moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
360
361                     moveDirection = moveDirection.normalized;
362                 }
363             }
364
365             // Smooth the speed based on the current target direction
366             float curSmooth = speedSmoothing * Time.deltaTime;
367
368             // Choose target speed
369             //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
370             float targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0f);
371
372             _characterState = PickupCharacterState.Idle;
373
374             // Pick speed modifier
375             if ((Input.GetKey(KeyCode.LeftShift) | Input.GetKey(KeyCode.RightShift)) && isMoving)
376             {
377                 targetSpeed *= runSpeed;
378                 _characterState = PickupCharacterState.Running;
379             }
380             else if (Time.time - trotAfterSeconds > walkTimeStart)
381             {
382                 targetSpeed *= trotSpeed;
383                 _characterState = PickupCharacterState.Trotting;
384             }
385             else if (isMoving)
386             {
387                 targetSpeed *= walkSpeed;
388                 _characterState = PickupCharacterState.Walking;
389             }
390
391             moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
392
393             // Reset walk time start when we slow down
394             if (moveSpeed < walkSpeed * 0.3f)
395                 walkTimeStart = Time.time;
396         }
397         // In air controls
398         else
399         {
400             // Lock camera while in air
401             if (jumping)
402                 lockCameraTimer = 0.0f;
403
404             if (isMoving)
405                 inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
406         }
407     }
File name: RPGCamera.cs Copy
20     void Start()
21     {
22         m_CameraTransform = transform.GetChild( 0 );
23         m_LocalForwardVector = m_CameraTransform.forward;
24
25         m_Distance = -m_CameraTransform.localPosition.z / m_CameraTransform.forward.z;
26         m_Distance = Mathf.Clamp( m_Distance, MinimumDistance, MaximumDistance );
27         m_LookAtPoint = m_CameraTransform.localPosition + m_LocalForwardVector * m_Distance;
28     }
File name: RPGCamera.cs Copy
38     void UpdateDistance()
39     {
40         m_Distance = Mathf.Clamp( m_Distance - Input.GetAxis( "Mouse ScrollWheel" ) * ScrollModifier, MinimumDistance, MaximumDistance );
41     }
File name: RPGMovement.cs Copy
51     void UpdateAnimation()
52     {
53         Vector3 movementVector = transform.position - m_LastPosition;
54
55         float speed = Vector3.Dot( movementVector.normalized, transform.forward );
56         float direction = Vector3.Dot( movementVector.normalized, transform.right );
57
58         if( Mathf.Abs( speed ) < 0.2f )
59         {
60             speed = 0f;
61         }
62
63         if( speed > 0.6f )
64         {
65             speed = 1f;
66             direction = 0f;
67         }
68
69         if( speed >= 0f )
70         {
71             if( Mathf.Abs( direction ) > 0.7f )
72             {
73                 speed = 1f;
74             }
75         }
76
77         m_AnimatorSpeed = Mathf.MoveTowards( m_AnimatorSpeed, speed, Time.deltaTime * 5f );
78
79         m_Animator.SetFloat( "Speed", m_AnimatorSpeed );
80         m_Animator.SetFloat( "Direction", direction );
81
82         m_LastPosition = transform.position;
83     }
File name: CubeInter.cs Copy
34     void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
35     {
36         // Always send transform (depending on reliability of the network view)
37         if (stream.isWriting)
38         {
39             Vector3 pos = transform.localPosition;
40             Quaternion rot = transform.localRotation;
41             stream.Serialize(ref pos);
42             stream.Serialize(ref rot);
43         }
44         // When receiving, buffer the information
45         else
46         {
47    // Receive latest state information
48             Vector3 pos = Vector3.zero;
49             Quaternion rot = Quaternion.identity;
50             stream.Serialize(ref pos);
51             stream.Serialize(ref rot);
52
53             // Shift buffer contents, oldest data erased, 18 becomes 19, ... , 0 becomes 1
54             for (int i = m_BufferedState.Length - 1; i >= 1; i--)
55             {
56                 m_BufferedState[i] = m_BufferedState[i - 1];
57             }
58
59
60             // Save currect received state as 0 in the buffer, safe to overwrite after shifting
61             State state;
62             state.timestamp = info.timestamp;
63             state.pos = pos;
64             state.rot = rot;
65             m_BufferedState[0] = state;
66
67             // Increment state count but never exceed buffer size
68             m_TimestampCount = Mathf.Min(m_TimestampCount + 1, m_BufferedState.Length);
69
70             // Check integrity, lowest numbered state in the buffer is newest and so on
71             for (int i = 0; i < m_TimestampCount - 1; i++)
72             {
73                 if (m_BufferedState[i].timestamp < m_BufferedState[i + 1].timestamp)
74                     Debug.Log("State inconsistent");
75             }
76   }
77     }

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