678 lines
18 KiB
C#
678 lines
18 KiB
C#
using System;
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using System.Collections.Generic;
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using FlaxEngine;
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using System.Diagnostics;
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using System.Threading.Tasks;
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using FlaxEngine.Assertions;
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using Console = Cabrito.Console;
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using Object = FlaxEngine.Object;
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namespace Game
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{
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public struct TraceInfo
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{
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public RayCastHit[] hitInfos;
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public bool startSolid;
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// closest hit
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public float fraction;
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public Vector3 endPosition;
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public Vector3 hitNormal;
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public Vector3 hitPosition;
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// furthest hit
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//public float maxFraction;
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//public Vector3 maxHitNormal;
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//public Vector3 maxEndPosition;
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}
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public class PlayerMovement : Script
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{
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[Limit(0, 9000), Tooltip("Base Movement speed")]
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public float MoveSpeed { get; set; } = 320;
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public AudioClip JumpLandSound;
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private float viewPitch;
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private float viewYaw;
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private float viewRoll;
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private InputEvent onExit = new InputEvent("Exit");
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private const float collisionMargin = 0.031f * 1.666f;
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private const float slopeNormal = 0.7f;
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private Actor rootActor;
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private RigidBody rigidBody;
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public override void OnAwake()
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{
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base.OnAwake();
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onExit.Triggered += () =>
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{
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if (Console.IsSafeToQuit)
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Engine.RequestExit();
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};
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rootActor = Actor.GetChild(0);
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rigidBody = Actor.As<RigidBody>();
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//rigidBody.CollisionEnter += OnCollisionEnter;
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//rigidBody.TriggerEnter += OnTriggerEnter;
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//rigidBody.TriggerExit += OnTriggerExit;
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}
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private List<PhysicsColliderActor> touchingActors = new List<PhysicsColliderActor>();
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private void OnTriggerEnter(PhysicsColliderActor colliderActor)
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{
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//if (colliderActor.AttachedRigidBody == null)
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// return;
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touchingActors.Add(colliderActor);
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Console.Print("trogger: ");
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}
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private void OnTriggerExit(PhysicsColliderActor colliderActor)
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{
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//if (colliderActor.AttachedRigidBody == null)
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// return;
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touchingActors.Remove(colliderActor);
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Console.Print("untrogger: ");
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}
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private void OnCollisionEnter(Collision collision)
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{
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//Console.Print("collision: ");
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}
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public override void OnDestroy()
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{
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base.OnDestroy();
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onExit.Dispose();
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}
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public override void OnStart()
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{
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var initialEulerAngles = Actor.Orientation.EulerAngles;
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viewPitch = initialEulerAngles.X;
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viewYaw = initialEulerAngles.Y;
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viewRoll = initialEulerAngles.Z;
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}
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/// <summary>
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/// Sweeps the player rigidbody in world and returns geometry which was hit during the trace.
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/// </summary>
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/// <param name="start">Start position</param>
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/// <param name="end">End position</param>
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/// <returns></returns>
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private TraceInfo TracePlayer(Vector3 start, Vector3 end)
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{
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TraceInfo traceInfo = new TraceInfo();
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Vector3 delta = end - start;
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float maxDistance = delta.Length;
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Vector3 direction = delta.Normalized;
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bool collided = false;
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var capsuleCollider = Actor.GetChild<CapsuleCollider>();
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var boxCollider = Actor.GetChild<BoxCollider>();
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var meshCollider = Actor.GetChild<MeshCollider>();
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PhysicsColliderActor colliderActor = null;
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if (capsuleCollider && capsuleCollider.IsActive)
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{
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colliderActor = capsuleCollider;
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collided = Physics.CapsuleCastAll(start,
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capsuleCollider.Radius, capsuleCollider.Height,
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direction, out traceInfo.hitInfos, capsuleCollider.Orientation, maxDistance,
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uint.MaxValue,
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false);
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}
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else if (meshCollider && meshCollider.IsActive)
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{
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colliderActor = meshCollider;
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collided = Physics.ConvexCastAll(start,
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meshCollider.CollisionData, meshCollider.Scale,
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direction, out traceInfo.hitInfos, meshCollider.Orientation, maxDistance,
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uint.MaxValue,
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false);
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}
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else if (boxCollider && boxCollider.IsActive)
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{
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colliderActor = boxCollider;
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collided = Physics.BoxCastAll(start,
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boxCollider.OrientedBox.Extents,
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direction, out traceInfo.hitInfos, boxCollider.Orientation, maxDistance, uint.MaxValue,
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false);
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}
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if (collided)
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{
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List<RayCastHit> hitInfosFiltered = new List<RayCastHit>();
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RayCastHit closest = new RayCastHit();
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closest.Distance = float.MaxValue;
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foreach (var hitInfo in traceInfo.hitInfos)
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{
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if (hitInfo.Collider == colliderActor)
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continue;
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hitInfosFiltered.Add(hitInfo);
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if (hitInfo.Distance < closest.Distance && hitInfo.Distance != 0.0f)
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closest = hitInfo;
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}
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if (hitInfosFiltered.Count == 0)
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collided = false; // self-collision?
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else //if (closest.Distance > 0f)
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{
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if (closest.Distance == float.MaxValue)
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{
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foreach (var hitInfo in hitInfosFiltered)
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{
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if (hitInfo.Distance < closest.Distance)
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closest = hitInfo;
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}
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}
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traceInfo.hitInfos = hitInfosFiltered.ToArray();
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traceInfo.fraction = closest.Distance / maxDistance;
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traceInfo.hitNormal = closest.Normal;
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traceInfo.hitPosition = closest.Point;
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traceInfo.endPosition = start + (delta * traceInfo.fraction);
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if (traceInfo.fraction == 0f && maxDistance > 0f)
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traceInfo.startSolid = true;
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}
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/*else
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{
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traceInfo.startSolid = true;
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traceInfo.fraction = 0f;
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}*/
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}
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if (!collided)
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{
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traceInfo.hitInfos = new RayCastHit[0];
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traceInfo.fraction = 1f;
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traceInfo.endPosition = end;
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}
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return traceInfo;
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}
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public override void OnDebugDraw()
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{
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base.OnDebugDraw();
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var capsuleCollider = Actor.GetChild<CapsuleCollider>();
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var boxCollider = Actor.GetChild<BoxCollider>();
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var meshCollider = Actor.GetChild<MeshCollider>();
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if (capsuleCollider && capsuleCollider.IsActive)
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{
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Quaternion rotation = capsuleCollider.LocalOrientation * Quaternion.Euler(0f, 90f, 0f);
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DebugDraw.DrawWireTube(capsuleCollider.Position, rotation, capsuleCollider.Radius,
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capsuleCollider.Height, Color.GreenYellow * 0.8f);
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}
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else if (meshCollider && meshCollider.IsActive)
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{
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//Quaternion rotation = meshCollider.LocalOrientation * Quaternion.Euler(0f, 90f, 0f);
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DebugDraw.DrawWireCylinder(meshCollider.Position, meshCollider.Orientation, capsuleCollider.Radius,
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capsuleCollider.Height + capsuleCollider.Radius * 2, Color.GreenYellow * 0.8f);
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//DebugDraw.DrawWireTube(meshCollider.Position, rotation, meshCollider.Radius, meshCollider.Height, Color.GreenYellow * 0.8f);
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}
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else if (boxCollider && boxCollider.IsActive)
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{
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DebugDraw.DrawWireBox(boxCollider.OrientedBox.GetBoundingBox(), Color.GreenYellow * 0.8f);
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}
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}
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private SlideMoveHit StepSlideMove(ref Vector3 position, ref Vector3 velocity, bool onGround)
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{
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if (velocity.IsZero)
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return SlideMoveHit.Nothing;
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Vector3 originalPosition = position;
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Vector3 originalVelocity = velocity;
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SlideMoveHit slideMoveHit = SlideMove(ref position, ref velocity);
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if (slideMoveHit == SlideMoveHit.Nothing)
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{
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// TODO: step down here
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return slideMoveHit;
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}
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// hit something, try to step up
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if (onGround)
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{
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Vector3 stepDelta = -Physics.Gravity.Normalized * stepSize;
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Vector3 slidePosition = position;
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Vector3 slideVelocity = velocity;
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position = originalPosition;
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velocity = originalVelocity;
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// step up
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Vector3 stepUp = position + stepDelta;
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TraceInfo traceUp = TracePlayer(position, stepUp);
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if (traceUp.fraction > 0f)
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position = traceUp.endPosition;
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// try moving from step up position
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SlideMoveHit slideMoveStepHit = SlideMove(ref position, ref velocity);
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// step down
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Vector3 stepDown = position - stepDelta;
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TraceInfo traceDown = TracePlayer(position, stepDown);
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if (traceDown.fraction < 1f && -Vector3.Dot(Physics.Gravity.Normalized, traceDown.hitNormal) < slopeNormal)
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{
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// can't step down, slide move like normally
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Console.Print("no stepping 1, frac: " + traceDown.fraction + ", dot: " +
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(-Vector3.Dot(Physics.Gravity.Normalized, traceDown.hitNormal)) +
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", norm: " + traceDown.hitNormal);
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position = slidePosition;
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velocity = slideVelocity;
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return slideMoveHit;
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}
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else if (traceDown.fraction > 0f)
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position = traceDown.endPosition;
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// add some margin from the ground in order to avoid getting stuck
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if (traceDown.fraction < 1f)
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position.Y += collisionMargin;
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// ??
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var d1 = -Vector3.Dot(Physics.Gravity.Normalized, position);
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var d2 = -Vector3.Dot(Physics.Gravity.Normalized, originalPosition);
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if (d1 < d2)
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{
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Console.Print("no stepping 2, " + d1 + " < " + d2);
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position = slidePosition;
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velocity = slideVelocity;
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return slideMoveHit;
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}
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Vector3 slidePosition2 = slidePosition; //down
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Vector3 stepPosition2 = position; //up
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// FIXME, negate gravity
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slidePosition2.Y = 0f;
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stepPosition2.Y = 0f;
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// take the slide movement results if furthest away from original position
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//if ((stepPosition2 - originalPosition).Length < (slidePosition2 - originalPosition).Length)
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if ((slidePosition2 - originalPosition).Length >= (stepPosition2 - originalPosition).Length)
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{
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Console.Print("no stepping 3");
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position = slidePosition;
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velocity = slideVelocity;
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return slideMoveHit;
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}
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slideMoveHit = slideMoveStepHit;
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}
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return slideMoveHit;
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}
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[Flags]
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enum SlideMoveHit
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{
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Nothing = 0,
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Step = 1,
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Floor = 2,
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Other = 4,
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}
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private SlideMoveHit SlideMove(ref Vector3 position, ref Vector3 velocity)
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{
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if (velocity.IsZero)
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return SlideMoveHit.Nothing;
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Vector3 originalPosition = position;
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Vector3 originalVelocity = velocity;
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SlideMoveHit slideMoveHit = SlideMoveHit.Nothing;
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float timeleft = Time.DeltaTime;
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List<Vector3> hitNormals = new List<Vector3>();
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for (int bump = 0; bump < 4; bump++)
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{
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Vector3 startPos = position;
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Vector3 endPos = position + (velocity * timeleft);
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TraceInfo trace = TracePlayer(startPos, endPos);
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// TODO: handle portals here
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float fraction = trace.fraction;
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Vector3 hitNormal = trace.hitNormal;
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if (trace.startSolid)
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{
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velocity = Vector3.Zero;
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break;
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}
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if (fraction > 0f)
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{
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position = trace.endPosition;
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hitNormals.Clear(); // this is present in some forks, not in Q3
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}
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if (fraction >= 1f)
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break;
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timeleft *= 1.0f - fraction;
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if (trace.hitNormal.Y > slopeNormal)
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slideMoveHit |= SlideMoveHit.Floor;
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else if (Math.Abs(trace.hitNormal.Y) < 0.0001f)
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slideMoveHit |= SlideMoveHit.Step;
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else
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slideMoveHit |= SlideMoveHit.Other;
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// this doesn't seem to do anything, we never have any hitNormals stored here
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bool hitPreviousNormal = false;
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foreach (Vector3 normal in hitNormals)
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{
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if (Vector3.Dot(hitNormal, normal) > 0.99)
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{
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// nudge away from the same wall we hit earlier and try again
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velocity += hitNormal;
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hitPreviousNormal = true;
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break;
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}
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}
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if (hitPreviousNormal)
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continue;
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hitNormals.Add(hitNormal);
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if (hitNormals.Count != 1)
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Console.Print("hitNormals: " + hitNormals.Count);
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int plane;
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Vector3 normalMargin = Vector3.Zero;
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for (plane = 0; plane < hitNormals.Count; plane++)
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{
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Vector3 normal = hitNormals[plane];
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// clip velocity
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velocity -= normal * Vector3.Dot(velocity, normal);
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//velocity = Vector3.ProjectOnPlane(velocity, normal);
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//traceOffset = normal * 1f;
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normalMargin += normal;
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//position += normal * 0.031f;
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int plane2;
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for (plane2 = 0; plane2 < hitNormals.Count; plane2++)
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{
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if (plane == plane2)
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continue;
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if (Vector3.Dot(velocity, hitNormals[plane2]) < 0f)
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break;
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}
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if (plane2 == hitNormals.Count)
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break;
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}
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// push off slightly away from the walls to not get stuck
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position += normalMargin.Normalized * collisionMargin;
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if (plane == hitNormals.Count)
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{
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if (hitNormals.Count == 2)
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{
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Vector3 dir = Vector3.Cross(hitNormals[0], hitNormals[1]);
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//dir.Normalize();
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float dist = Vector3.Dot(dir, velocity);
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velocity = dist * dir;
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}
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else
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{
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velocity = Vector3.Zero;
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break;
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}
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}
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else
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{
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// nudge very slightly away from the wall to avoid getting stuck
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//position += trace.hitNormal * 0.01f;
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//velocity += trace.hitNormal * 0.01f;
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}
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// prevents bouncing against the wall
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if ( /*velocity.Length > 0f && */Vector3.Dot(velocity, originalVelocity) <= 0f)
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{
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velocity = Vector3.Zero;
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break;
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}
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}
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return slideMoveHit;
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}
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public override void OnUpdate()
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{
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float xAxis = InputManager.GetAxisRaw("Mouse X");
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float yAxis = InputManager.GetAxisRaw("Mouse Y");
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if (xAxis != 0.0f || yAxis != 0.0f)
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{
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var camera = rootActor.GetChild<Camera>();
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viewPitch += yAxis;
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viewYaw += xAxis;
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viewPitch = Mathf.Clamp(viewPitch, -90.0f, 90.0f);
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// root orientation must be set first
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rootActor.Orientation = Quaternion.Euler(0, viewYaw, 0);
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camera.Orientation = Quaternion.Euler(viewPitch, viewYaw, viewRoll);
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}
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}
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[ReadOnly] public bool onGround = false;
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private const float friction = 4f;
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private const float stopspeed = 100f;
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private const float accelerationGround = 10f;
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private const float jumpVelocity = 270f;
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private const float maxAirSpeed = 320f;
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private const float maxAirStrafeSpeed = 30f; //Q2+
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private const float airAcceleration = 0.4f * 0f; //Q2+
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private const float airStopAcceleration = 2.5f * 0f; //Q2+
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private const float airStrafeAcceleration = 70f * 0f; //CPM?
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private const float strafeAcceleration = 10f; //QW
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private const float airControl = 0f; //CPM
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private const float stepSize = 16f;
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//private bool physicsInteractions = false;
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private bool jumped = false;
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private Vector3 safePosition;
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[ReadOnly]
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public float CurrentVelocity
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{
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get { return currentVelocity.Length; }
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set { }
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}
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[ReadOnly]
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public float UPS
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{
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get
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{
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Vector3 horizontalSpeed = currentVelocity;
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horizontalSpeed.Y = 0f;
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return horizontalSpeed.Length;
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}
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set { }
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}
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private Vector3 currentVelocity;
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public override void OnFixedUpdate()
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{
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Transform rootTrans = rootActor.Transform;
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Vector3 inputDirection =
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new Vector3(InputManager.GetAxis("Horizontal"), 0.0f, InputManager.GetAxis("Vertical"));
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Vector3 moveDirection = rootTrans.TransformDirection(inputDirection);
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Vector3 position = rigidBody.Position;
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Vector3 velocity = currentVelocity; //rigidBody.LinearVelocity;
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Vector3 wishVelocity = Vector3.Zero;
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if (!inputDirection.IsZero)
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wishVelocity = moveDirection.Normalized * MoveSpeed;
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// categorize position
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onGround = true;
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Vector3 groundDelta = Physics.Gravity.Normalized * (collisionMargin * 2);
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TraceInfo traceGround = TracePlayer(position, position + groundDelta);
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if (!traceGround.startSolid && traceGround.fraction < 1f &&
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-Vector3.Dot(Physics.Gravity.Normalized, traceGround.hitNormal) < slopeNormal)
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{
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// slope
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// clip velocity
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Vector3 bounce = groundDelta;
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//Vector3 velocityProjected = Vector3.ProjectOnPlane(velocity, normal);
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float backoff = Vector3.Dot(bounce, traceGround.hitNormal) * 2f;
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bounce -= traceGround.hitNormal * backoff;
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//velocity = velocityProjected;
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Vector3 point = (position + groundDelta) +
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(1f - traceGround.fraction) * bounce;
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// retrace
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traceGround = TracePlayer(position, position + point);
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}
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if (!traceGround.startSolid && (traceGround.fraction >= 1f ||
|
|
-Vector3.Dot(Physics.Gravity.Normalized, traceGround.hitNormal) < slopeNormal))
|
|
{
|
|
// falling or sliding down a slope
|
|
onGround = false;
|
|
}
|
|
else
|
|
{
|
|
onGround = !traceGround.startSolid;
|
|
}
|
|
|
|
// TODO: snap to ground here
|
|
|
|
// jump
|
|
if (onGround)
|
|
{
|
|
if (!jumped && InputManager.GetAction("Jump"))
|
|
{
|
|
// reset velocity from gravity
|
|
if (-Vector3.Dot(Physics.Gravity.Normalized, velocity) < 0 &&
|
|
Vector3.Dot(velocity, traceGround.hitNormal) < -0.1)
|
|
{
|
|
velocity = Vector3.ProjectOnPlane(velocity, traceGround.hitNormal);
|
|
}
|
|
|
|
velocity += Vector3.Up * jumpVelocity;
|
|
onGround = false;
|
|
|
|
if (JumpLandSound != null && JumpLandSound.IsLoaded)
|
|
{
|
|
var audioSource = new AudioSource();
|
|
audioSource.Clip = JumpLandSound;
|
|
audioSource.Position = rootActor.Position; //new Vector3(-350, 176, 61);//rootActor.Position;
|
|
audioSource.Parent = Actor.Parent;
|
|
|
|
audioSource.Play();
|
|
Destroy(audioSource, JumpLandSound.Length);
|
|
}
|
|
else if (JumpLandSound == null)
|
|
Console.Print("jumpAsset not found");
|
|
else
|
|
Console.Print("jumpAsset not loaded");
|
|
}
|
|
else if (jumped) // jump released
|
|
jumped = false;
|
|
}
|
|
|
|
// ground friction
|
|
if (onGround)
|
|
{
|
|
float currentSpeed = velocity.Length;
|
|
|
|
float control = currentSpeed < stopspeed ? stopspeed : currentSpeed;
|
|
var drop = control * friction * Time.DeltaTime;
|
|
|
|
float newspeed = currentSpeed - drop;
|
|
if (newspeed < 0)
|
|
newspeed = 0;
|
|
|
|
if (currentSpeed < 0.0001f)
|
|
velocity *= 0;
|
|
else
|
|
velocity *= newspeed / currentSpeed;
|
|
}
|
|
|
|
if (onGround) // ground acceleration
|
|
{
|
|
ApplyAcceleration(ref velocity, wishVelocity.Normalized, wishVelocity.Length, float.MaxValue,
|
|
accelerationGround);
|
|
}
|
|
else // air acceleration
|
|
{
|
|
var wishspeed = wishVelocity.Length;
|
|
if (wishspeed > maxAirSpeed)
|
|
wishspeed = maxAirSpeed;
|
|
|
|
if (strafeAcceleration != 0f)
|
|
ApplyAcceleration(ref velocity, wishVelocity.Normalized, wishspeed, maxAirStrafeSpeed,
|
|
strafeAcceleration);
|
|
}
|
|
|
|
if (!onGround)
|
|
velocity += Physics.Gravity * Time.DeltaTime;
|
|
|
|
safePosition = rigidBody.Position;
|
|
currentVelocity = velocity;
|
|
if (!rigidBody.IsKinematic)
|
|
rigidBody.LinearVelocity = velocity;
|
|
else
|
|
{
|
|
StepSlideMove(ref position, ref velocity, onGround);
|
|
|
|
rigidBody.Position = position;
|
|
currentVelocity = velocity;
|
|
//rigidBody.LinearVelocity = velocity;
|
|
}
|
|
}
|
|
|
|
void ApplyAcceleration(ref Vector3 velocity, Vector3 wishDir, float wishspeed, float maxWishspeed,
|
|
float acceleration)
|
|
{
|
|
float wishspeedOrig = wishspeed;
|
|
if (wishspeed > maxWishspeed)
|
|
wishspeed = maxWishspeed;
|
|
|
|
float currentSpeed = Vector3.Dot(velocity, wishDir);
|
|
float addSpeed = wishspeed - currentSpeed;
|
|
if (addSpeed <= 0f)
|
|
return;
|
|
|
|
float accelSpeed = acceleration * wishspeedOrig * Time.DeltaTime;
|
|
if (accelSpeed > addSpeed)
|
|
accelSpeed = addSpeed;
|
|
|
|
velocity += accelSpeed * wishDir;
|
|
}
|
|
}
|
|
} |