예제 #1
0
 // LOAD PLUGINS
 /// <summary>Loads Default Components</summary>
 private void OnValidate()
 {
     if (!movement)
     {
         movement = Resources.Load <MovementModifiers>("Player/Movement/_default/DefaultMovementModifiers");           //LOAD MOVEMENT MODS
     }
     //if (!keys) keys = Resources.Load<MovementKeys>("Player/Movement/_default/DefaultMovementKeys"); //LOAD DEFAULT MOVE KEYS
     if (!motor)
     {
         motor = Resources.Load <CharacterMotor>("Player/Movement/_default/DefaultCharacterMotor");        //LOAD DEFAULT MOTOR
     }
 }
        /// <summary>
        /// This recalculates the agent velocity based on the current input axis'
        /// </summary>
        protected virtual Vector3 CalculateVelocity(MovementInput movement, MovementModifiers movementConfig, NavMeshAgent agent)
        {
            //FACE DIRECTION OF TRAVEL
            //if (config.faceCameraDirection && Camera.main) transform.LookAt(agent.velocity, Vector3.up);

            if (movement.verticalInput != 0 || movement.horizontalInput != 0 || movement.strafeLeft || movement.strafeRight)
            {
                /* //DEPRECIATED
                 * Vector3 input = new Vector3(movement.horizontalInput, 0, movement.verticalInput);
                 * if (input.magnitude > 1) input = input.normalized;
                 *
                 * //Vector3 angles = transform.rotation.eulerAngles;
                 * Vector3 angles =
                 *  (
                 *  (movementConfig.faceCameraDirection && Camera.main)
                 *  ? new Vector3(agent.transform.rotation.eulerAngles.x, Camera.main.transform.rotation.eulerAngles.y, agent.transform.rotation.eulerAngles.z)
                 *  : agent.transform.rotation.eulerAngles
                 *  );
                 * angles.x = 0;
                 * Quaternion rotation = Quaternion.Euler(angles);
                 *
                 * Vector3 direction = rotation * input;
                 */

                Vector3 verticalDirection   = Vector3.zero;
                Vector3 horizontalDirection = Vector3.zero;
                Vector3 newVelocity         = Vector3.zero;

                //SPEED FACTOR
                float factor = movement.running ? movementConfig.runSpeedScale : movementConfig.walkSpeedScale; //running
                factor *= movement.sneaking ? movementConfig.sneakSpeedScale : 1f;                              //sneaking

                if (movement.verticalInput != 0)
                {
                    if (movement.verticalInput > 0 && Camera.main)
                    {
                        verticalDirection = Camera.main.transform.forward;
                    }
                    else if (movement.verticalInput < 0 && Camera.main)
                    {
                        verticalDirection = -Camera.main.transform.forward;
                    }
                    //newVelocity = verticalDirection * Mathf.Abs(movement.verticalInput);// * agent.speed * factor * movementConfig.moveSpeedMultiplier;
                    //if (Camera.main) direction = rotation * Camera.main.transform.forward;
                    //if (Camera.main) direction = rotation * -Camera.main.transform.forward;
                    //newVelocity = direction * Mathf.Abs(movement.verticalInput) * agent.speed * factor * movementConfig.moveSpeedMultiplier; //* movementConfig.backpedalSpeedScale
                }

                if (movement.horizontalInput != 0) //STRAFE
                {
                    if (movement.horizontalInput > 0 && Camera.main)
                    {
                        horizontalDirection = Camera.main.transform.right;
                    }
                    if (movement.horizontalInput < 0 && Camera.main)
                    {
                        horizontalDirection = -Camera.main.transform.right;
                    }
                    //newVelocity = horizontalDirection * Mathf.Abs(movement.horizontalInput);// * agent.speed * factor * movementConfig.moveSpeedMultiplier;
                    //if (movement.horizontalInput > 0 && Camera.main) direction = rotation * -Camera.main.transform.right;
                    //if (movement.horizontalInput < 0 && Camera.main) direction = rotation * Camera.main.transform.right;
                    //NOTE: We do not want to factor run speed into strafing...we do not want both multipliers to make diagonal speed faster than forward speed.
                    //float factor = running ? config.runSpeedScale : config.walkSpeedScale;
                }

                newVelocity  = (horizontalDirection * Mathf.Abs(movement.horizontalInput)) + (verticalDirection * Mathf.Abs(movement.verticalInput));
                newVelocity *= agent.speed * factor * movementConfig.moveSpeedMultiplier; //FACTOR IN SPEED

                //STRAFE LEFT
                if (movement.strafeLeft)
                {
                    if (!movement.strafeRight) //NOTE: Holding both turn buttons cancels out turning
                    {
                        //direction = -agent.transform.right;
                        //if (agent.velocity == Vector3.zero) agent.velocity = transform.forward.normalized; //FORWARD VELOCITY
                        if (movementConfig.turnWhileStrafing)
                        {
                            agent.transform.Rotate(0, -1.0f * movementConfig.turnSpeedMultiplier * Time.deltaTime * 100f, 0);                                   //TURN WHILE STRAFING
                        }
                        newVelocity = -agent.transform.right * 5f * agent.speed * movementConfig.strafeSpeedScale * movementConfig.moveSpeedMultiplier;
                    }
                }
                //STRAFE RIGHT
                else if (movement.strafeRight)
                {
                    //direction = agent.transform.right;
                    //if (agent.velocity == Vector3.zero) agent.velocity = transform.forward.normalized; //FORWARD VELOCITY
                    if (movementConfig.turnWhileStrafing)
                    {
                        agent.transform.Rotate(0, 1.0f * movementConfig.turnSpeedMultiplier * Time.deltaTime * 100f, 0);                                   //TURN WHILE STRAFING
                    }
                    //newVelocity = direction * horizontalMovementInput * agent.speed * config.strafeSpeedScale * config.moveSpeedMultiplier;
                    newVelocity = agent.transform.right * 5f * agent.speed * movementConfig.strafeSpeedScale * movementConfig.moveSpeedMultiplier;
                }

                if (!movement.strafeLeft && !movement.strafeRight)
                {
                    //agent.transform.Rotate(0, movement.horizontalInput * movementConfig.turnSpeedMultiplier * Time.deltaTime * 100f, 0); //SET ROTATION - ON TRANSFORM - NOT WHILE STRAFING
                }

                if (lookInMoveDirection && (horizontalDirection + verticalDirection) != Vector3.zero)
                {
                    agent.transform.rotation = Quaternion.Slerp(agent.transform.rotation, Quaternion.LookRotation(horizontalDirection + verticalDirection), agent.angularSpeed * factor);
                }

                //if () agent.gameObject.transform.LookAt(agent.gameObject.transform.position + direction, Vector3.up); //LOOK AT MOVE DIRECTION

                return(newVelocity); //SET VELOCITY - ON NAVMESH AGENT
            }
            else
            {
                // -- required?
                if (agent.isOnNavMesh)
                {
                    agent.ResetPath();
                }
                return(Vector3.zero);
            }
        }
 internal override Vector3 GetVelocity(MovementInput movement, MovementModifiers movementConfig, NavMeshAgent agent)
 {
     return(CalculateVelocity(movement, movementConfig, agent));
 }
예제 #4
0
        /// <summary>
        /// This recalculates the agent velocity based on the current input axis'
        /// </summary>
        protected virtual Vector3 CalculateVelocity(MovementInput movement, MovementModifiers movementConfig, NavMeshAgent agent)
        {
            //FACE DIRECTION OF TRAVEL
            //if (config.faceCameraDirection && Camera.main) transform.LookAt(agent.velocity, Vector3.up);

            if (movement.verticalInput != 0 || movement.horizontalInput != 0 || movement.strafeLeft || movement.strafeRight)
            {
                Vector3 input = new Vector3(movement.horizontalInput, 0, movement.verticalInput);
                if (input.magnitude > 1)
                {
                    input = input.normalized;
                }

                //Vector3 angles = transform.rotation.eulerAngles;
                Vector3 angles =
                    (
                        (movementConfig.faceCameraDirection && Camera.main)
                    ? new Vector3(agent.transform.rotation.eulerAngles.x, Camera.main.transform.rotation.eulerAngles.y, agent.transform.rotation.eulerAngles.z)
                    : agent.transform.rotation.eulerAngles
                    );
                angles.x = 0;
                Quaternion rotation = Quaternion.Euler(angles);

                Vector3 direction = rotation * input;

                Vector3 newVelocity = Vector3.zero;

                if (movement.verticalInput > 0)                                                                     // -- Movement: Forward
                {
                    float factor = movement.running ? movementConfig.runSpeedScale : movementConfig.walkSpeedScale; //running
                    factor     *= movement.sneaking ? movementConfig.sneakSpeedScale : 1f;                          //sneaking
                    newVelocity = direction * movement.verticalInput * agent.speed * factor * movementConfig.moveSpeedMultiplier;
                }
                else if (movement.verticalInput < 0)                                                                // -- Movement: Backward
                {
                    float factor = movement.running ? movementConfig.runSpeedScale : movementConfig.walkSpeedScale; //running
                    factor     *= movement.sneaking ? movementConfig.sneakSpeedScale : 1f;                          //sneaking
                    newVelocity = direction * Mathf.Abs(movement.verticalInput) * agent.speed * factor * movementConfig.backpedalSpeedScale * movementConfig.moveSpeedMultiplier;
                }
                else if (movement.horizontalInput != 0) //STRAFE
                {
                    //NOTE: We do not want to factor run speed into strafing...we do not want both multipliers to make diagonal speed faster than forward speed.
                    //float factor = running ? config.runSpeedScale : config.walkSpeedScale;
                    newVelocity = direction * agent.speed * movementConfig.strafeSpeedScale * movementConfig.moveSpeedMultiplier;
                }

                //STRAFE LEFT
                if (movement.strafeLeft)
                {
                    if (!movement.strafeRight) //NOTE: Holding both turn buttons cancels out turning
                    {
                        //direction = -agent.transform.right;
                        //if (agent.velocity == Vector3.zero) agent.velocity = transform.forward.normalized; //FORWARD VELOCITY
                        if (movementConfig.turnWhileStrafing)
                        {
                            agent.transform.Rotate(0, -1.0f * movementConfig.turnSpeedMultiplier * Time.deltaTime * 100f, 0);                                   //TURN WHILE STRAFING
                        }
                        newVelocity = -agent.transform.right * 5f * agent.speed * movementConfig.strafeSpeedScale * movementConfig.moveSpeedMultiplier;
                    }
                }
                //STRAFE RIGHT
                else if (movement.strafeRight)
                {
                    //direction = agent.transform.right;
                    //if (agent.velocity == Vector3.zero) agent.velocity = transform.forward.normalized; //FORWARD VELOCITY
                    if (movementConfig.turnWhileStrafing)
                    {
                        agent.transform.Rotate(0, 1.0f * movementConfig.turnSpeedMultiplier * Time.deltaTime * 100f, 0);                                   //TURN WHILE STRAFING
                    }
                    //newVelocity = direction * horizontalMovementInput * agent.speed * config.strafeSpeedScale * config.moveSpeedMultiplier;
                    newVelocity = agent.transform.right * 5f * agent.speed * movementConfig.strafeSpeedScale * movementConfig.moveSpeedMultiplier;
                }

                if (!movement.strafeLeft && !movement.strafeRight)
                {
                    agent.transform.Rotate(0, movement.horizontalInput * movementConfig.turnSpeedMultiplier * Time.deltaTime * 100f, 0); //SET ROTATION - ON TRANSFORM - NOT WHILE STRAFING
                }

                return(newVelocity); //SET VELOCITY - ON NAVMESH AGENT
            }
            else
            {
                // -- required?
                if (agent.isOnNavMesh)
                {
                    agent.ResetPath();
                }
                return(Vector3.zero);
            }
        }
예제 #5
0
        //CALCULATE VELOCITY
        /// <summary>
        /// Calculates an agent's velocity based on a set of modifiers
        /// </summary>
        protected virtual Vector3 CalculateVelocity(MovementInput input, MovementModifiers modifiers, NavMeshAgent agent)
        {
            Vector3 movement = new Vector3(
                input.verticalInput,
                0.0f,
                -input.horizontalInput);

            //movement.x = Camera.main.transform.forward;

            //SPEED FACTOR
            //NOTE: Run speed and Sneak speed will blend together.
            float factor = input.running ? modifiers.runSpeedScale : modifiers.walkSpeedScale; //running

            factor *= input.sneaking ? modifiers.sneakSpeedScale : 1f;                         //sneaking

            if (movement != Vector3.zero)
            {
                agent.transform.rotation = Quaternion.Slerp(agent.transform.rotation, Quaternion.LookRotation(movement), agent.angularSpeed * factor);
            }


            agent.transform.Translate(movement * agent.speed * factor * modifiers.moveSpeedMultiplier * Time.deltaTime, Space.World);// * agent.speed * factor * modifiers.moveSpeedMultiplier

            return(agent.velocity);

            /*
             * if (input.verticalInput != 0 || input.horizontalInput != 0 || input.strafeLeft || input.strafeRight)
             * {
             *  //GET ROTATION
             *  Vector3 angles = agent.transform.rotation.eulerAngles;
             *      //(
             *      //(modifiers.faceCameraDirection && Camera.main)
             *      //? new Vector3(agent.transform.rotation.eulerAngles.x, Camera.main.transform.rotation.eulerAngles.y, agent.transform.rotation.eulerAngles.z)
             *      //: agent.transform.rotation.eulerAngles
             *      //);
             *  angles.x = 0;
             *  Quaternion rotation = Quaternion.Euler(angles);
             *
             *  //GET INPUT VECTOR
             *  Vector3 inputVector = new Vector3(input.horizontalInput, 0, input.verticalInput);
             *
             *  if (inputVector.magnitude > 1) inputVector = inputVector.normalized; //NORMALIZE INPUT
             *
             *  //CALCULATE DIRECTION
             *  Vector3 direction = rotation * inputVector;
             *
             *  //INITIALIZE NEW VELOCITY
             *  Vector3 newVelocity = Vector3.zero;
             *
             *  //SPEED FACTOR
             *  //NOTE: Run speed and Sneak speed will blend together.
             *  float factor = input.running ? modifiers.runSpeedScale : modifiers.walkSpeedScale; //running
             *  factor *= input.sneaking ? modifiers.sneakSpeedScale : 1f; //sneaking
             *
             *  //CALCULATE FORWARD VELOCITY
             *  if (input.verticalInput > 0)
             *  {
             *      direction = Vector3.forward;// agent.transform.forward;
             *      agent.transform.LookAt(Vector3.forward, Vector3.up);
             *      //agent.transform.forward = direction; //FACE DIRECTION OF TRAVEL
             *      newVelocity = direction * input.verticalInput * agent.speed * factor * modifiers.moveSpeedMultiplier; //velocity
             *  }
             *  //CALCULATE BACKWARDS VELOCITY
             *  else if (input.verticalInput < 0)
             *  {
             *      direction = -Vector3.forward;// -agent.transform.forward;
             *      agent.transform.LookAt(-Vector3.forward, Vector3.up);
             *      //agent.transform.forward = direction; //FACE DIRECTION OF TRAVEL
             *      newVelocity = direction * Mathf.Abs(input.verticalInput) * agent.speed * factor * modifiers.backpedalSpeedScale * modifiers.moveSpeedMultiplier;
             *  }
             *
             *  //CALCULATE RIGHT VELOCITY
             *  if (input.horizontalInput > 0)
             *  {
             *      direction = Vector3.right;// agent.transform.right;
             *      agent.transform.LookAt(Vector3.right, Vector3.up);
             *      //agent.transform.forward = direction; //FACE DIRECTION OF TRAVEL
             *      newVelocity = direction * input.horizontalInput * agent.speed * factor * modifiers.moveSpeedMultiplier; //velocity
             *  }
             *  //CALCULATE LEFT VELOCITY
             *  else if (input.horizontalInput < 0)
             *  {
             *      direction = -Vector3.right;// -agent.transform.right;
             *      agent.transform.LookAt(-Vector3.right, Vector3.up);
             *      //agent.transform.forward = direction; //FACE DIRECTION OF TRAVEL
             *      newVelocity = direction * Mathf.Abs(input.horizontalInput) * agent.speed * factor * modifiers.moveSpeedMultiplier;
             *  }
             *  //CALCULATE STRAFE VELOCITY
             *  //else if (input.horizontalInput != 0)
             *  //{
             *  //NOTE: We do not want to factor run speed into strafing...we do not want both multipliers to make diagonal speed faster than forward speed.
             *  //float factor = running ? config.runSpeedScale : config.walkSpeedScale; //running
             *  //factor *= input.sneaking ? modifiers.sneakSpeedScale : 1f; //sneaking
             *  //    newVelocity = direction * agent.speed * modifiers.strafeSpeedScale * modifiers.moveSpeedMultiplier;
             *  //}
             *
             *  //CALCULATE STRAFE LEFT
             *  if (input.strafeLeft)
             *  {
             *      if (!input.strafeRight) //NOTE: Holding both turn buttons cancels out turning
             *      {
             *          //direction = -agent.transform.right;
             *          //if (agent.velocity == Vector3.zero) agent.velocity = transform.forward.normalized; //FORWARD VELOCITY
             *          if (modifiers.turnWhileStrafing) agent.transform.Rotate(0, -1.0f * modifiers.turnSpeedMultiplier * Time.deltaTime * 100f, 0); //TURN WHILE STRAFING
             *          newVelocity = -agent.transform.right * 5f * agent.speed * modifiers.strafeSpeedScale * modifiers.moveSpeedMultiplier;
             *      }
             *  }
             *  //CALCULATE STRAFE RIGHT
             *  else if (input.strafeRight)
             *  {
             *      //direction = agent.transform.right;
             *      //if (agent.velocity == Vector3.zero) agent.velocity = transform.forward.normalized; //FORWARD VELOCITY
             *      if (modifiers.turnWhileStrafing) agent.transform.Rotate(0, 1.0f * modifiers.turnSpeedMultiplier * Time.deltaTime * 100f, 0); //TURN WHILE STRAFING
             *      //newVelocity = direction * horizontalMovementInput * agent.speed * config.strafeSpeedScale * config.moveSpeedMultiplier;
             *      newVelocity = agent.transform.right * 5f * agent.speed * modifiers.strafeSpeedScale * modifiers.moveSpeedMultiplier;
             *  }
             *  //TURN
             *  //else //if (!movement.movementStrafeLeft && !movement.movementStrafeRight)
             *  //{
             *  //    agent.transform.Rotate(0, input.horizontalInput * modifiers.turnSpeedMultiplier * Time.deltaTime * 100f, 0); //SET ROTATION - ON TRANSFORM - NOT WHILE STRAFING
             *  //}
             *
             *
             *  //agent.transform.forward = direction; //FACE DIRECTION OF TRAVEL
             *  //NOTE: Choose one LookAt or the other or the last one cancels the rest out.
             *  //agent.transform.LookAt(direction, agent.transform.up); //look in the direction you are going
             *  //agent.transform.LookAt(direction, Vector3.up); //rotate around worldspace up
             *
             *  //RETURN NEW VELOCITY
             *  return newVelocity;
             * }
             * //else
             * //{
             * //    if (agent.isOnNavMesh) agent.ResetPath(); //NOTE: May not be required, but called as a failsafe.
             *  return Vector3.zero;
             * //}
             */
        }
예제 #6
0
 internal abstract Vector3 GetVelocity(MovementInput movement, MovementModifiers movementConfig, NavMeshAgent agent);