Esempio n. 1
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        private void HandleCharacter()
        {
            m_cameraForward.Set(1, 0, 1);
            //  Look direction.
            m_lookDirection   = Vector3.Scale(m_camera.forward, m_cameraForward).normalized;
            m_lookDirection.y = 0;
            //  Look rotation
            m_lookRotation = Quaternion.FromToRotation(m_transform.forward, m_lookDirection);
            //m_lookRotation = CalculateTargetRotation(m_lookDirection);
            //  Input vector.
            m_inputVector.Set(moveInput.x, 0, moveInput.y);


            //Quaternion targetRotation = Quaternion.FromToRotation(m_transform.forward, lookDirection);
            m_controller.Move(moveInput.x, moveInput.y, m_lookRotation);
        }
Esempio n. 2
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        public override TaskStatus OnUpdate()
        {
            var target = GetDefaultGameObject(targetGameObject.Value);

            if (target != prevTarget)
            {
                controller = target.GetComponentInParent <RigidbodyCharacterController>();
                prevTarget = target;
            }

            if (controller == null)
            {
                return(TaskStatus.Failure);
            }
            controller.Move(horizontalMovement.Value, forwardMovement.Value, Quaternion.LookRotation(direction.Value));
            return(TaskStatus.Success);
        }
Esempio n. 3
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        /// <summary>
        /// Move according to the NavMeshAgent velocity.
        /// </summary>
        protected virtual void FixedUpdate()
        {
            var velocity     = Vector3.zero;
            var lookRotation = Quaternion.LookRotation(m_Transform.forward);

            if (m_NavMeshAgent.isOnOffMeshLink)
            {
                UpdateOffMeshLink(ref velocity, ref lookRotation);
            }
            else
            {
                // Only move if a path exists.
                if (m_NavMeshAgent.desiredVelocity.sqrMagnitude > 0.01f)
                {
                    if (m_NavMeshAgent.updateRotation)
                    {
                        lookRotation = Quaternion.LookRotation(m_NavMeshAgent.desiredVelocity);
                    }
                    else
                    {
                        lookRotation = Quaternion.LookRotation(m_Transform.forward);
                    }
                    // The normalized velocity should be relative to the look direction.
                    velocity = Quaternion.Inverse(lookRotation) * m_NavMeshAgent.desiredVelocity;
                    // Only normalize if the magnitude is greater than 1. This will allow the character to walk.
                    if (velocity.sqrMagnitude > 1)
                    {
                        velocity.Normalize();
                        // Smoothly come to a stop at the destination.
                        if (m_NavMeshAgent.remainingDistance < 1f)
                        {
                            velocity *= m_ArriveRampDownCurve.Evaluate(1 - m_NavMeshAgent.remainingDistance);
                        }
                    }
                }
            }

            // Don't let the NavMeshAgent move the character - the controller can move it.
            m_NavMeshAgent.updatePosition = false;
            m_NavMeshAgent.velocity       = Vector3.zero;
            m_Controller.Move(velocity.x, velocity.z, lookRotation);
            m_NavMeshAgent.nextPosition = m_Transform.position;
        }
Esempio n. 4
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        /// <summary>
        /// Call Move directly on the character. A similar approach could have been used as the CameraController/Handler where the RigidbodyCharacterController
        /// directly checks the input storage variable but this would not allow the RigidbodyCharacterController to act as an AI agent as easily.
        /// </summary>
        protected virtual void FixedUpdate()
        {
#if ENABLE_MULTIPLAYER
            if (m_AllowGameplayInput && isLocalPlayer)
            {
#else
            if (m_AllowGameplayInput)
            {
#endif
                // Update the look rotation within FixedUpdate because the camera may change rotations multiple times within its FixedUpdate loop.
                if (!m_Controller.IndependentLook())
                {
                    if (m_Controller.Movement == RigidbodyCharacterController.MovementType.Combat || m_Controller.Movement == RigidbodyCharacterController.MovementType.Adventure ||
                        m_Controller.Movement == RigidbodyCharacterController.MovementType.FourLegged)
                    {
                        m_LookRotation = m_CameraTransform.rotation;
                    }
                    else if (m_Controller.Movement == RigidbodyCharacterController.MovementType.RPG)
                    {
                        if (m_PlayerInput.GetButton(Constants.SecondaryDisableButtonName))
                        {
                            m_LookRotation = m_CameraTransform.rotation;
                        }
                        else if (!m_PlayerInput.GetButton(Constants.PrimaryDisableButtonName))
                        {
                            if (m_ForwardMovement != 0 || m_HorizontalMovement != 0)
                            {
                                m_LookRotation = m_CameraTransform.rotation;
                            }
                        }
                    }
                }
            }

            // The PointClickControllerHandler will move the character.
            if (m_Controller.Movement == RigidbodyCharacterController.MovementType.PointClick)
            {
                return;
            }

            m_Controller.Move(m_HorizontalMovement, m_ForwardMovement, m_LookRotation);
        }
Esempio n. 5
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    void HandleMovement()
    {
        Vector3 moveDir = Vector3.zero;
        bool    moved   = false;

        if (_movementEnabled)
        {
            if (Input.GetKey(KeyCode.W))
            {
                moveDir += Camera.main.transform.forward;
                moved    = true;
            }
            if (Input.GetKey(KeyCode.A))
            {
                moveDir -= Camera.main.transform.right;
                moved    = true;
            }
            if (Input.GetKey(KeyCode.S))
            {
                moveDir -= Camera.main.transform.forward;
                moved    = true;
            }
            if (Input.GetKey(KeyCode.D))
            {
                moveDir += Camera.main.transform.right;
                moved    = true;
            }
        }
        if (_autowalk)
        {
            moveDir += Camera.main.transform.forward;
            moved    = true;
        }

        if (moved)
        {
            _playerController.Move(moveDir);
        }
    }