コード例 #1
0
        public void Update(GenericMotionConfig config, Rigidbody body)
        {
            UpdateCurrentState(config, body);

            // Flat land control
            var current = Velocity - Vector3.Project(Velocity, config.Up(body));
            var target  = Direction.AsVector(body, config) * config.MaxSpeed * SpeedMultiplier * Direction.Magnitude();
            var fallingAccelerationMultiplier = Falling ? 0.0f : 1.0f;
            var delta = (target - current).normalized * config.Acceleration * fallingAccelerationMultiplier * Time.deltaTime;

            Velocity += delta;

            // Convery velocity into force to apply.
            current = body.velocity - Vector3.Project(body.velocity, config.Up(body));
            target  = Velocity - current;
            Force   = target.magnitude * target.magnitude * target.normalized * body.mass;

            // Jumping
            DetectGround(config, body);
            if (Jumping)
            {
                if (Grounded && !Falling)
                {
                    if (_elapsedSinceLastJump > config.MinJumpInterval)
                    {
                        Impulse = config.Up(body) * Direction.Jump * config.JumpSpeed * body.mass;
                        Jumping = false;
                        _elapsedSinceLastJump = 0f;
                    }
                }
            }
            _elapsedSinceLastJump += Time.deltaTime;

            HaltMinimumVelocities();
        }
コード例 #2
0
        private void DetectGround(GenericMotionConfig config, Rigidbody body)
        {
            if (!config.EnableGroundDetection)
            {
                return;
            }
            var root = config.GroundDetectionPoint != null ? config.GroundDetectionPoint : body.gameObject;
            var hits = Physics.RaycastAll(root.transform.position, -config.Up(body), config.GroundDetectionDistance,
                                          config.GroundCollisionMask);

            Grounded = hits.Any(i => i.collider.gameObject != body.gameObject);
        }