using UnityEngine; #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED using UnityEngine.InputSystem; #endif namespace StarterAssets { [RequireComponent(typeof(CharacterController))] #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED [RequireComponent(typeof(PlayerInput))] #endif public class FirstPersonController : MonoBehaviour { [Header("Player")] [Tooltip("Move speed of the character in m/s")] public float MoveSpeed = 4.0f; [Tooltip("Sprint speed of the character in m/s")] public float SprintSpeed = 6.0f; [Tooltip("Rotation speed of the character")] public float RotationSpeed = 1.0f; [Tooltip("Acceleration and deceleration")] public float SpeedChangeRate = 10.0f; [Space(10)] [Tooltip("The height the player can jump")] public float JumpHeight = 1.2f; [Tooltip("The character uses its own gravity value. The engine default is -9.81f")] public float Gravity = -15.0f; [Space(10)] [Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")] public float JumpTimeout = 0.1f; [Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")] public float FallTimeout = 0.15f; [Header("Player Grounded")] [Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")] public bool Grounded = true; [Tooltip("Useful for rough ground")] public float GroundedOffset = -0.14f; [Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")] public float GroundedRadius = 0.5f; [Tooltip("What layers the character uses as ground")] public LayerMask GroundLayers; [Header("Cinemachine")] [Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")] public GameObject CinemachineCameraTarget; [Tooltip("How far in degrees can you move the camera up")] public float TopClamp = 90.0f; [Tooltip("How far in degrees can you move the camera down")] public float BottomClamp = -90.0f; // cinemachine private float _cinemachineTargetPitch; // player private float _speed; private float _rotationVelocity; private float _verticalVelocity; private float _terminalVelocity = 53.0f; // timeout deltatime private float _jumpTimeoutDelta; private float _fallTimeoutDelta; #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED private PlayerInput _playerInput; #endif private CharacterController _controller; private StarterAssetsInputs _input; private GameObject _mainCamera; private const float _threshold = 0.01f; private bool IsCurrentDeviceMouse { get { #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED return _playerInput.currentControlScheme == "KeyboardMouse"; #else return false; #endif } } private void Awake() { // get a reference to our main camera if (_mainCamera == null) { _mainCamera = GameObject.FindGameObjectWithTag("MainCamera"); } } private void Start() { _controller = GetComponent(); _input = GetComponent(); #if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED _playerInput = GetComponent(); #else Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it"); #endif // reset our timeouts on start _jumpTimeoutDelta = JumpTimeout; _fallTimeoutDelta = FallTimeout; } private void Update() { JumpAndGravity(); GroundedCheck(); Move(); } private void LateUpdate() { CameraRotation(); } private void GroundedCheck() { // set sphere position, with offset Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z); Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore); } private void CameraRotation() { // if there is an input if (_input.look.sqrMagnitude >= _threshold) { //Don't multiply mouse input by Time.deltaTime float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime; _cinemachineTargetPitch += _input.look.y * RotationSpeed * deltaTimeMultiplier; _rotationVelocity = _input.look.x * RotationSpeed * deltaTimeMultiplier; // clamp our pitch rotation _cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp); // Update Cinemachine camera target pitch CinemachineCameraTarget.transform.localRotation = Quaternion.Euler(_cinemachineTargetPitch, 0.0f, 0.0f); // rotate the player left and right transform.Rotate(Vector3.up * _rotationVelocity); } } private void Move() { // set target speed based on move speed, sprint speed and if sprint is pressed float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed; // a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon // note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude // if there is no input, set the target speed to 0 if (_input.move == Vector2.zero) targetSpeed = 0.0f; // a reference to the players current horizontal velocity float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude; float speedOffset = 0.1f; float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f; // accelerate or decelerate to target speed if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > targetSpeed + speedOffset) { // creates curved result rather than a linear one giving a more organic speed change // note T in Lerp is clamped, so we don't need to clamp our speed _speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude, Time.deltaTime * SpeedChangeRate); // round speed to 3 decimal places _speed = Mathf.Round(_speed * 1000f) / 1000f; } else { _speed = targetSpeed; } // normalise input direction Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized; // note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude // if there is a move input rotate player when the player is moving if (_input.move != Vector2.zero) { // move inputDirection = transform.right * _input.move.x + transform.forward * _input.move.y; } // move the player _controller.Move(inputDirection.normalized * (_speed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime); } private void JumpAndGravity() { if (Grounded) { // reset the fall timeout timer _fallTimeoutDelta = FallTimeout; // stop our velocity dropping infinitely when grounded if (_verticalVelocity < 0.0f) { _verticalVelocity = -2f; } // Jump if (_input.jump && _jumpTimeoutDelta <= 0.0f) { // the square root of H * -2 * G = how much velocity needed to reach desired height _verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity); } // jump timeout if (_jumpTimeoutDelta >= 0.0f) { _jumpTimeoutDelta -= Time.deltaTime; } } else { // reset the jump timeout timer _jumpTimeoutDelta = JumpTimeout; // fall timeout if (_fallTimeoutDelta >= 0.0f) { _fallTimeoutDelta -= Time.deltaTime; } // if we are not grounded, do not jump _input.jump = false; } // apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time) if (_verticalVelocity < _terminalVelocity) { _verticalVelocity += Gravity * Time.deltaTime; } } private static float ClampAngle(float lfAngle, float lfMin, float lfMax) { if (lfAngle < -360f) lfAngle += 360f; if (lfAngle > 360f) lfAngle -= 360f; return Mathf.Clamp(lfAngle, lfMin, lfMax); } private void OnDrawGizmosSelected() { Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f); Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f); if (Grounded) Gizmos.color = transparentGreen; else Gizmos.color = transparentRed; // when selected, draw a gizmo in the position of, and matching radius of, the grounded collider Gizmos.DrawSphere(new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z), GroundedRadius); } } }