test
testing
This commit is contained in:
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//NSdesignGames @ 2012
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//FPS Kit | Version 2.0 + Multiplayer
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//Use this script to controll thrird person animation
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#pragma strict
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import System.Collections.Generic;
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//@script ExecuteInEditMode
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//Use this gameObject to send messages to AnimationSync.cs
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var animationSyncHelper : GameObject;
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var animationForHands : GameObject;
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//This gameObject.name will tell AnimationSync.cs which third person weapon is active now
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var activeWeapon : GameObject;
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enum Action{Stand, Crouch, Prone}
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var action : Action;
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class animations{
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//Edit pose
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//var poseAnimation : AnimationClip;
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//Idle animations
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var jumpPose : AnimationClip;
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var stayIdle : AnimationClip;
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var crouchIdle : AnimationClip;
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var proneIdle : AnimationClip;
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//Walk Animations
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var walkFront : AnimationClip;
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var walkBack : AnimationClip;
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var walkLeft : AnimationClip;
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var walkRight : AnimationClip;
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var walkAnimationsSpeed : float = 1;
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//Run animations
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var runFront : AnimationClip;
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var runAnimationsSpeed : float = 1;
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//Crouch animations
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var crouchFront : AnimationClip;
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var crouchLeft : AnimationClip;
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var crouchRight : AnimationClip;
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var crouchBack : AnimationClip;
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var crouchAnimationsSpeed : float = 1;
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//Prone Animations
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var proneFront : AnimationClip;
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var proneLeft : AnimationClip;
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var proneRight : AnimationClip;
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var proneBack : AnimationClip;
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var proneAnimationsSpeed : float = 1;
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//Weapon animations
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var pistolIdle : AnimationClip;
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var knifeIdle : AnimationClip;
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var gunIdle : AnimationClip;
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/*var fire : AnimationClip;
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var reload : AnimationClip;*/
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}
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var Animations : animations;
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var twoHandedWeapons : List.<WeaponScript>;
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var pistols : List.<WeaponScript>;
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var knivesNades : List.<WeaponScript>;
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private var fpsController : FPScontroller;
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private var weapManager : WeaponManager;
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function Start () {
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fpsController = GameObject.FindWithTag("Player").GetComponent.<FPScontroller>();
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configureAnimations();
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weapManager = GameObject.FindWithTag("WeaponManager").GetComponent.<WeaponManager>();
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//Play pose in the Editor
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/*if(poseAnimation){
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var state : AnimationState = animation[pistolIdle.name];
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state.enabled = true;
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state.weight = 1;
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state.normalizedTime = 0;
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animation.Sample();
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}*/
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if(weapManager){
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ThirdPersonWeaponControl();
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}
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}
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function Update () {
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activeWeapon.name = weapManager.SelectedWeapon.weaponName;
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if(!fpsController.crouch && !fpsController.prone){
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action = Action.Stand;
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}
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else if(fpsController.crouch && !fpsController.prone){
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action = Action.Crouch;
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}
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else if(!fpsController.crouch && fpsController.prone){
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action = Action.Prone;
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}
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if(action == Action.Stand){
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if(fpsController.grounded){
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if(fpsController.Walking && !fpsController.Running){
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if( Input.GetKey(KeyCode.W)){
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animation.CrossFade(Animations.walkFront.name, 0.2);
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//Send animation name (needed for multiplayer)
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animationSyncHelper.name = Animations.walkFront.name;
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}
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else if(Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.S)){
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animation.CrossFade(Animations.walkLeft.name, 0.2);
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//Send animation name (needed for multiplayer)
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animationSyncHelper.name = Animations.walkLeft.name;
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}
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else if( Input.GetKey(KeyCode.D) && !Input.GetKey(KeyCode.S)){
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animation.CrossFade(Animations.walkRight.name, 0.2);
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//Send animation name (needed for multiplayer)
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animationSyncHelper.name = Animations.walkRight.name;
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}
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else if(Input.GetKey(KeyCode.S)){
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animation.CrossFade(Animations.walkBack.name, 0.2);
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//Send animation name (needed for multiplayer)
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animationSyncHelper.name = Animations.walkBack.name;
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}
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}
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else if(fpsController.Walking && fpsController.Running){
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if( Input.GetKey(KeyCode.W) ){
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animation.CrossFade(Animations.runFront.name, 0.2);
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//Send animation name (needed for multiplayer)
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animationSyncHelper.name = Animations.runFront.name;
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}
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}
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if(!fpsController.Walking){
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animation.CrossFade(Animations.stayIdle.name, 0.2);
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//Send animation name (needed for multiplayer)
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animationSyncHelper.name = Animations.stayIdle.name;
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}
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}else{
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animation.CrossFade(Animations.jumpPose.name, 0.2);
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//Send animation name (needed for multiplayer)
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animationSyncHelper.name = Animations.jumpPose.name;
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}
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}
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if(action == Action.Crouch){
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if(fpsController.Walking ){
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if( Input.GetKey(KeyCode.W) ){
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animation.CrossFade(Animations.crouchFront.name, 0.2);
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//Send animation name (needed for multiplayer)
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animationSyncHelper.name = Animations.crouchFront.name;
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}
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else if(Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.S)){
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animation.CrossFade(Animations.crouchLeft.name, 0.2);
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//Send animation name (needed for multiplayer)
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animationSyncHelper.name = Animations.crouchLeft.name;
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}
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else if( Input.GetKey(KeyCode.D) && !Input.GetKey(KeyCode.S)){
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animation.CrossFade(Animations.crouchRight.name, 0.2);
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//Send animation name (needed for multiplayer)
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animationSyncHelper.name = Animations.crouchRight.name;
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}
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else if(Input.GetKey(KeyCode.S)){
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animation.CrossFade(Animations.crouchBack.name, 0.2);
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//Send animation name (needed for multiplayer)
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animationSyncHelper.name = Animations.crouchBack.name;
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}
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}else{
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animation.CrossFade(Animations.crouchIdle.name, 0.2);
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//Send animation name (needed for multiplayer)
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animationSyncHelper.name = Animations.crouchIdle.name;
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}
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}
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if(action == Action.Prone){
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if(fpsController.Walking ){
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if( Input.GetKey(KeyCode.W) ){
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animation.CrossFade(Animations.proneFront.name, 0.2);
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//Send animation name (needed for multiplayer)
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animationSyncHelper.name = Animations.proneFront.name;
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}
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else if(Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.S)){
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animation.CrossFade(Animations.proneLeft.name, 0.2);
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//Send animation name (needed for multiplayer)
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animationSyncHelper.name = Animations.proneLeft.name;
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}
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else if( Input.GetKey(KeyCode.D) && !Input.GetKey(KeyCode.S)){
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animation.CrossFade(Animations.proneRight.name, 0.2);
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//Send animation name (needed for multiplayer)
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animationSyncHelper.name = Animations.proneRight.name;
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}
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else if(Input.GetKey(KeyCode.S)){
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animation.CrossFade(Animations.proneBack.name, 0.2);
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//Send animation name (needed for multiplayer)
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animationSyncHelper.name = Animations.proneBack.name;
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}
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}else{
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animation.CrossFade(Animations.proneIdle.name, 0.2);
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//Send animation name (needed for multiplayer)
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animationSyncHelper.name = Animations.proneIdle.name;
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}
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}
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ThirdPersonWeaponControl();
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}
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function ThirdPersonWeaponControl(){
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if(action != Action.Prone){
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if(twoHandedWeapons.Contains(weapManager.SelectedWeapon)){
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animationForHands.name = Animations.gunIdle.name;
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}
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else if(pistols.Contains(weapManager.SelectedWeapon)){
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animationForHands.name = Animations.pistolIdle.name;
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}
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else if(knivesNades.Contains(weapManager.SelectedWeapon)){
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animationForHands.name = Animations.knifeIdle.name;
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}
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}else{
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animationForHands.name = "Null";
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}
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}
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function configureAnimations(){
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//Set animations Wrap Mode and Speed
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if(Animations.stayIdle){
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animation[Animations.stayIdle.name].wrapMode = WrapMode.Loop;
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}
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if(Animations.crouchIdle){
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animation[Animations.crouchIdle.name].wrapMode = WrapMode.Loop;
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}
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if(Animations.proneIdle){
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animation[Animations.proneIdle.name].wrapMode = WrapMode.Loop;
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}
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if(Animations.walkFront){
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animation[Animations.walkFront.name].wrapMode = WrapMode.Loop;
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animation[Animations.walkFront.name].speed = Animations.walkAnimationsSpeed;
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}
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if(Animations.walkBack){
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animation[Animations.walkBack.name].wrapMode = WrapMode.Loop;
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animation[Animations.walkBack.name].speed = Animations.walkAnimationsSpeed;
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}
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if(Animations.walkLeft){
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animation[Animations.walkLeft.name].wrapMode = WrapMode.Loop;
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animation[Animations.walkLeft.name].speed = Animations.walkAnimationsSpeed;
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}
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if(Animations.walkRight){
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animation[Animations.walkRight.name].wrapMode = WrapMode.Loop;
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animation[Animations.walkRight.name].speed = Animations.walkAnimationsSpeed;
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}
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if(Animations.runFront){
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animation[Animations.runFront.name].wrapMode = WrapMode.Loop;
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animation[Animations.runFront.name].speed = Animations.runAnimationsSpeed;
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}
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if(Animations.crouchFront){
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animation[Animations.crouchFront.name].wrapMode = WrapMode.Loop;
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animation[Animations.crouchFront.name].speed = Animations.crouchAnimationsSpeed;
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}
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if(Animations.crouchLeft){
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animation[Animations.crouchLeft.name].wrapMode = WrapMode.Loop;
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animation[Animations.crouchLeft.name].speed = Animations.crouchAnimationsSpeed;
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}
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if(Animations.crouchRight){
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animation[Animations.crouchRight.name].wrapMode = WrapMode.Loop;
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animation[Animations.crouchRight.name].speed = Animations.crouchAnimationsSpeed;
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}
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if(Animations.crouchBack){
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animation[Animations.crouchBack.name].wrapMode = WrapMode.Loop;
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animation[Animations.crouchBack.name].speed = Animations.crouchAnimationsSpeed;
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}
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if(Animations.proneFront){
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animation[Animations.proneFront.name].wrapMode = WrapMode.Loop;
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animation[Animations.proneFront.name].speed = Animations.proneAnimationsSpeed;
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}
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if(Animations.proneLeft){
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animation[Animations.proneLeft.name].wrapMode = WrapMode.Loop;
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animation[Animations.proneLeft.name].speed = Animations.proneAnimationsSpeed;
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}
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if(Animations.proneRight){
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animation[Animations.proneRight.name].wrapMode = WrapMode.Loop;
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animation[Animations.proneRight.name].speed = Animations.proneAnimationsSpeed;
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}
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if(Animations.proneBack){
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animation[Animations.proneBack.name].wrapMode = WrapMode.Loop;
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animation[Animations.proneBack.name].speed = Animations.proneAnimationsSpeed;
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}
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}
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+8
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 5526dce69425e31429436adb8dfd845a
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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@@ -0,0 +1,73 @@
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//NSdesignGames @ 2012
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//FPS Kit | Version 2.0
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#pragma strict
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enum RotationAxes{ MouseXAndY, MouseX, MouseY }
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var axes = RotationAxes.MouseXAndY;
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var sensitivity : float = 4;
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var aimSensitivity : float = 2;
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@HideInInspector
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var sensitivityX : float = 15;
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@HideInInspector
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var sensitivityY : float = 15;
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private var minimumX : float = -360;
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private var maximumX : float = 360;
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var minimumY : float = -80;
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var maximumY : float = 80;
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private var rotationY : float = 0;
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//Find WeaponManager script to know when selected weapon is aimed or not
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private var weapManager : WeaponManager;
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private var weapScript : WeaponScript;
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//Added for sniper scope
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@HideInInspector
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public var currentSensitivity : float;
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function Awake (){
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weapManager = gameObject.FindWithTag("WeaponManager").GetComponent.<WeaponManager>();
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}
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function Update (){
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if(Time.timeScale < 0.01)
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return;
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if (axes == RotationAxes.MouseXAndY){
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var rotationX : float = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
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rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
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rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
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transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
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}
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else if (axes == RotationAxes.MouseX){
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transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
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}else{
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rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
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rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
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transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
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}
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//Find current selected weapon script
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if(weapManager.SelectedWeapon){
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weapScript = weapManager.SelectedWeapon.GetComponent.<WeaponScript>();
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}
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//Check if weapon aimed or not
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if(weapScript && weapScript.aimed){
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currentSensitivity = aimSensitivity;
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}else{
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currentSensitivity = sensitivity;
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}
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sensitivityX = currentSensitivity;
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sensitivityY = currentSensitivity;
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}
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function Recoil(amount : float){
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rotationY += amount;
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}
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@script AddComponentMenu ("FPS system/Character/FPS MouseLook")
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 41b2ea76a35b6704ea7f06874525987b
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||||
MonoImporter:
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||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
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@@ -0,0 +1,49 @@
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//NSdesignGames @ 2012
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//FPS Kit | Version 2.0
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#pragma strict
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var walkSounds : AudioClip[];
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var walkStepLength = 0.45;
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var runStepLenght = 0.38;
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var crouchStepLenght = 0.38;
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private var controller : CharacterController;
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private var motor : FPScontroller;
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private var lastStep= -10.0;
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private var StepLenght : float;
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function Awake(){
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StepLenght = walkStepLength;
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controller = GetComponent(CharacterController);
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motor = GetComponent(FPScontroller);
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||||
}
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||||
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||||
function FixedUpdate(){
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||||
//Check when player walk or run to play footstep sounds with different speed
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||||
if(motor.prone)
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return;
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||||
if(motor.Walking && motor.grounded && !motor.crouch){
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||||
PlayStepSounds();
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||||
StepLenght = walkStepLength;
|
||||
}
|
||||
if(motor.Running && motor.grounded){
|
||||
PlayStepSounds();
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||||
StepLenght = runStepLenght;
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||||
}
|
||||
if(motor.Walking && motor.crouch && motor.grounded){
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||||
PlayStepSounds();
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||||
StepLenght = crouchStepLenght;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function PlayStepSounds(){
|
||||
if (Time.time > StepLenght + lastStep){
|
||||
audio.clip = walkSounds[Random.Range(0, walkSounds.length)];
|
||||
audio.Play();
|
||||
lastStep = Time.time;
|
||||
}
|
||||
}
|
||||
|
||||
@script RequireComponent (AudioSource)
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||||
+8
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fileFormatVersion: 2
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||||
guid: bbba277a44c379e458937319f97a6378
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||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
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||||
userData:
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||||
@@ -0,0 +1,884 @@
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||||
//NSdesignGames @ 2012
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||||
//FPS Kit | Version 2.0
|
||||
|
||||
#pragma strict
|
||||
#pragma implicit
|
||||
#pragma downcast
|
||||
|
||||
// Does this script currently respond to input?
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||||
var canControl : boolean = true;
|
||||
|
||||
var useFixedUpdate : boolean = true;
|
||||
|
||||
//Check when run, walk or when can run or not
|
||||
@HideInInspector
|
||||
public var Running : boolean;
|
||||
@HideInInspector
|
||||
public var Walking : boolean;
|
||||
@HideInInspector
|
||||
public var canRun : boolean;
|
||||
|
||||
//Ladder variables
|
||||
private var mainCamera : GameObject = null;
|
||||
@HideInInspector
|
||||
public var onLadder = false;
|
||||
private var ladderHopSpeed = 6.0;
|
||||
|
||||
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
|
||||
// Very handy for organization!
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||||
|
||||
// The current global direction we want the character to move in.
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||||
@System.NonSerialized
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||||
var inputMoveDirection : Vector3 = Vector3.zero;
|
||||
|
||||
// Is the jump button held down? We use this interface instead of checking
|
||||
// for the jump button directly so this script can also be used by AIs.
|
||||
@System.NonSerialized
|
||||
var inputJump : boolean = false;
|
||||
|
||||
@HideInInspector
|
||||
var inputRun : boolean = false;
|
||||
|
||||
@HideInInspector
|
||||
var inputCrouch : boolean = false;
|
||||
|
||||
@HideInInspector
|
||||
var inputProne : boolean = false;
|
||||
|
||||
class FPScontrollerMovement {
|
||||
// The maximum horizontal speed when moving
|
||||
@HideInInspector
|
||||
var maxForwardSpeed : float = 10.0;
|
||||
@HideInInspector
|
||||
var maxSidewaysSpeed : float = 10.0;
|
||||
@HideInInspector
|
||||
var maxBackwardsSpeed : float = 10.0;
|
||||
|
||||
//Run and walk variables
|
||||
var WalkSpeed : float = 6.0;
|
||||
var RunSpeed : float = 9.0;
|
||||
//Crouch
|
||||
var canCrouch : boolean = true;
|
||||
var CrouchSpeed : float = 3.0;
|
||||
var crouchHeight : float = 1.5;
|
||||
var crouchSmooth : float = 8;
|
||||
//prone
|
||||
var canProne : boolean = true;
|
||||
var ProneSpeed : float = 1.5;
|
||||
var proneHeight : float = 0.7;
|
||||
|
||||
// Curve for multiplying speed based on slope (negative = downwards)
|
||||
var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0));
|
||||
|
||||
// How fast does the character change speeds? Higher is faster.
|
||||
var maxGroundAcceleration : float = 30.0;
|
||||
var maxAirAcceleration : float = 20.0;
|
||||
|
||||
// The gravity for the character
|
||||
var gravity : float = 10.0;
|
||||
var maxFallSpeed : float = 20.0;
|
||||
|
||||
@HideInInspector
|
||||
var enableGravity : boolean = true;
|
||||
|
||||
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
|
||||
// Very handy for organization!
|
||||
|
||||
// The last collision flags returned from controller.Move
|
||||
@System.NonSerialized
|
||||
var collisionFlags : CollisionFlags;
|
||||
|
||||
// We will keep track of the character's current velocity,
|
||||
@System.NonSerialized
|
||||
var velocity : Vector3;
|
||||
|
||||
// This keeps track of our current velocity while we're not grounded
|
||||
@System.NonSerialized
|
||||
var frameVelocity : Vector3 = Vector3.zero;
|
||||
|
||||
@System.NonSerialized
|
||||
var hitPoint : Vector3 = Vector3.zero;
|
||||
|
||||
@System.NonSerialized
|
||||
var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0);
|
||||
}
|
||||
|
||||
var movement : FPScontrollerMovement = FPScontrollerMovement();
|
||||
|
||||
//Crouching vars
|
||||
@HideInInspector
|
||||
public var crouch : boolean;
|
||||
private var standartHeight : float;
|
||||
private var lookObj : GameObject;
|
||||
private var centerY : float;
|
||||
private var canStand : boolean;
|
||||
private var canStandCrouch : boolean = true;
|
||||
|
||||
//Prone vars
|
||||
@HideInInspector
|
||||
public var prone : boolean;
|
||||
|
||||
enum FPSMovementTransferOnJump {
|
||||
None, // The jump is not affected by velocity of floor at all.
|
||||
InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.
|
||||
PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.
|
||||
PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.
|
||||
}
|
||||
|
||||
// We will contain all the jumping related variables in one helper class for clarity.
|
||||
class FPScontrollerJumping {
|
||||
// Can the character jump?
|
||||
var enabled : boolean = true;
|
||||
|
||||
// How high do we jump when pressing jump and letting go immediately
|
||||
var baseHeight : float = 1.0;
|
||||
|
||||
// We add extraHeight units (meters) on top when holding the button down longer while jumping
|
||||
var extraHeight : float = 4.1;
|
||||
|
||||
// How much does the character jump out perpendicular to the surface on walkable surfaces?
|
||||
// 0 means a fully vertical jump and 1 means fully perpendicular.
|
||||
var perpAmount : float = 0.0;
|
||||
|
||||
// How much does the character jump out perpendicular to the surface on too steep surfaces?
|
||||
// 0 means a fully vertical jump and 1 means fully perpendicular.
|
||||
var steepPerpAmount : float = 0.5;
|
||||
|
||||
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
|
||||
// Very handy for organization!
|
||||
|
||||
// Are we jumping? (Initiated with jump button and not grounded yet)
|
||||
// To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.
|
||||
@System.NonSerialized
|
||||
var jumping : boolean = false;
|
||||
|
||||
@System.NonSerialized
|
||||
var holdingJumpButton : boolean = false;
|
||||
|
||||
// the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
|
||||
@System.NonSerialized
|
||||
var lastStartTime : float = 0.0;
|
||||
|
||||
@System.NonSerialized
|
||||
var lastButtonDownTime : float = -100;
|
||||
|
||||
@System.NonSerialized
|
||||
var jumpDir : Vector3 = Vector3.up;
|
||||
}
|
||||
|
||||
var jumping : FPScontrollerJumping = FPScontrollerJumping();
|
||||
|
||||
class FPScontrollerMovingPlatform {
|
||||
var enabled : boolean = true;
|
||||
|
||||
var movementTransfer : FPSMovementTransferOnJump = FPSMovementTransferOnJump.PermaTransfer;
|
||||
|
||||
@System.NonSerialized
|
||||
var hitPlatform : Transform;
|
||||
|
||||
@System.NonSerialized
|
||||
var activePlatform : Transform;
|
||||
|
||||
@System.NonSerialized
|
||||
var activeLocalPoint : Vector3;
|
||||
|
||||
@System.NonSerialized
|
||||
var activeGlobalPoint : Vector3;
|
||||
|
||||
@System.NonSerialized
|
||||
var activeLocalRotation : Quaternion;
|
||||
|
||||
@System.NonSerialized
|
||||
var activeGlobalRotation : Quaternion;
|
||||
|
||||
@System.NonSerialized
|
||||
var lastMatrix : Matrix4x4;
|
||||
|
||||
@System.NonSerialized
|
||||
var platformVelocity : Vector3;
|
||||
|
||||
@System.NonSerialized
|
||||
var newPlatform : boolean;
|
||||
}
|
||||
|
||||
var movingPlatform : FPScontrollerMovingPlatform = FPScontrollerMovingPlatform();
|
||||
|
||||
class FPScontrollerSliding {
|
||||
// Does the character slide on too steep surfaces?
|
||||
var enabled : boolean = true;
|
||||
|
||||
// How fast does the character slide on steep surfaces?
|
||||
var slidingSpeed : float = 15;
|
||||
|
||||
// How much can the player control the sliding direction?
|
||||
// If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
|
||||
var sidewaysControl : float = 1.0;
|
||||
|
||||
// How much can the player influence the sliding speed?
|
||||
// If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
|
||||
var speedControl : float = 0.4;
|
||||
}
|
||||
|
||||
var sliding : FPScontrollerSliding = FPScontrollerSliding();
|
||||
|
||||
class FPScontrollerPushing {
|
||||
//Push RigidBodies
|
||||
var canPush : boolean = true;
|
||||
var pushPower = 2.0;
|
||||
}
|
||||
var pushing : FPScontrollerPushing;
|
||||
|
||||
@System.NonSerialized
|
||||
var grounded : boolean = true;
|
||||
|
||||
@System.NonSerialized
|
||||
var groundNormal : Vector3 = Vector3.zero;
|
||||
|
||||
private var lastGroundNormal : Vector3 = Vector3.zero;
|
||||
|
||||
private var tr : Transform;
|
||||
|
||||
private var controller : CharacterController;
|
||||
|
||||
function Awake () {
|
||||
controller = GetComponent (CharacterController);
|
||||
standartHeight = controller.height;
|
||||
lookObj = GameObject.FindWithTag("LookObject");
|
||||
centerY = controller.center.y;
|
||||
tr = transform;
|
||||
mainCamera = GameObject.FindWithTag("MainCamera");
|
||||
canRun = true;
|
||||
canStand = true;
|
||||
setupBools();
|
||||
}
|
||||
|
||||
function setupBools(){
|
||||
if(!movement.canProne){
|
||||
movement.canProne = true;
|
||||
yield WaitForSeconds(0.2);
|
||||
movement.canProne = false;
|
||||
}
|
||||
}
|
||||
|
||||
private function UpdateFunction () {
|
||||
// We copy the actual velocity into a temporary variable that we can manipulate.
|
||||
var velocity : Vector3 = movement.velocity;
|
||||
|
||||
// Update velocity based on input
|
||||
velocity = ApplyInputVelocityChange(velocity);
|
||||
|
||||
// Apply gravity and jumping force
|
||||
if(movement.enableGravity){
|
||||
if((prone || crouch) && inputJump)
|
||||
return;
|
||||
velocity = ApplyGravityAndJumping (velocity);
|
||||
}
|
||||
// Moving platform support
|
||||
var moveDistance : Vector3 = Vector3.zero;
|
||||
if (MoveWithPlatform()) {
|
||||
var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
|
||||
moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
|
||||
if (moveDistance != Vector3.zero)
|
||||
controller.Move(moveDistance);
|
||||
|
||||
// Support moving platform rotation as well:
|
||||
var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
|
||||
var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
|
||||
|
||||
var yRotation = rotationDiff.eulerAngles.y;
|
||||
if (yRotation != 0) {
|
||||
// Prevent rotation of the local up vector
|
||||
tr.Rotate(0, yRotation, 0);
|
||||
}
|
||||
}
|
||||
|
||||
// Save lastPosition for velocity calculation.
|
||||
var lastPosition : Vector3 = tr.position;
|
||||
|
||||
// We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this.
|
||||
var currentMovementOffset : Vector3 = velocity * Time.deltaTime;
|
||||
|
||||
// Find out how much we need to push towards the ground to avoid loosing grouning
|
||||
// when walking down a step or over a sharp change in slope.
|
||||
var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
|
||||
if (grounded)
|
||||
currentMovementOffset -= pushDownOffset * Vector3.up;
|
||||
|
||||
// Reset variables that will be set by collision function
|
||||
movingPlatform.hitPlatform = null;
|
||||
groundNormal = Vector3.zero;
|
||||
|
||||
// Move our character!
|
||||
movement.collisionFlags = controller.Move (currentMovementOffset);
|
||||
|
||||
movement.lastHitPoint = movement.hitPoint;
|
||||
lastGroundNormal = groundNormal;
|
||||
|
||||
if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) {
|
||||
if (movingPlatform.hitPlatform != null) {
|
||||
movingPlatform.activePlatform = movingPlatform.hitPlatform;
|
||||
movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
|
||||
movingPlatform.newPlatform = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate the velocity based on the current and previous position.
|
||||
// This means our velocity will only be the amount the character actually moved as a result of collisions.
|
||||
var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z);
|
||||
movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
|
||||
var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z);
|
||||
|
||||
// The CharacterController can be moved in unwanted directions when colliding with things.
|
||||
// We want to prevent this from influencing the recorded velocity.
|
||||
if (oldHVelocity == Vector3.zero) {
|
||||
movement.velocity = new Vector3(0, movement.velocity.y, 0);
|
||||
}
|
||||
else {
|
||||
var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
|
||||
movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
|
||||
}
|
||||
|
||||
if (movement.velocity.y < velocity.y - 0.001) {
|
||||
if (movement.velocity.y < 0) {
|
||||
// Something is forcing the CharacterController down faster than it should.
|
||||
// Ignore this
|
||||
movement.velocity.y = velocity.y;
|
||||
}
|
||||
else {
|
||||
// The upwards movement of the CharacterController has been blocked.
|
||||
// This is treated like a ceiling collision - stop further jumping here.
|
||||
jumping.holdingJumpButton = false;
|
||||
}
|
||||
}
|
||||
|
||||
// We were grounded but just loosed grounding
|
||||
if (grounded && !IsGroundedTest()) {
|
||||
grounded = false;
|
||||
|
||||
// Apply inertia from platform
|
||||
if (movingPlatform.enabled &&
|
||||
(movingPlatform.movementTransfer == FPSMovementTransferOnJump.InitTransfer ||
|
||||
movingPlatform.movementTransfer == FPSMovementTransferOnJump.PermaTransfer)
|
||||
) {
|
||||
movement.frameVelocity = movingPlatform.platformVelocity;
|
||||
movement.velocity += movingPlatform.platformVelocity;
|
||||
}
|
||||
|
||||
SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);
|
||||
// We pushed the character down to ensure it would stay on the ground if there was any.
|
||||
// But there wasn't so now we cancel the downwards offset to make the fall smoother.
|
||||
tr.position += pushDownOffset * Vector3.up;
|
||||
}
|
||||
// We were not grounded but just landed on something
|
||||
else if (!grounded && IsGroundedTest()) {
|
||||
grounded = true;
|
||||
jumping.jumping = false;
|
||||
SubtractNewPlatformVelocity();
|
||||
|
||||
SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
|
||||
}
|
||||
|
||||
// Moving platforms support
|
||||
if (MoveWithPlatform()) {
|
||||
// Use the center of the lower half sphere of the capsule as reference point.
|
||||
// This works best when the character is standing on moving tilting platforms.
|
||||
movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius);
|
||||
movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
|
||||
|
||||
// Support moving platform rotation as well:
|
||||
movingPlatform.activeGlobalRotation = tr.rotation;
|
||||
movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation;
|
||||
}
|
||||
}
|
||||
|
||||
function FixedUpdate () {
|
||||
if (movingPlatform.enabled) {
|
||||
if (movingPlatform.activePlatform != null) {
|
||||
if (!movingPlatform.newPlatform) {
|
||||
var lastVelocity : Vector3 = movingPlatform.platformVelocity;
|
||||
|
||||
movingPlatform.platformVelocity = (
|
||||
movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
|
||||
- movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
|
||||
) / Time.deltaTime;
|
||||
}
|
||||
movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
|
||||
movingPlatform.newPlatform = false;
|
||||
}
|
||||
else {
|
||||
movingPlatform.platformVelocity = Vector3.zero;
|
||||
}
|
||||
}
|
||||
|
||||
if (useFixedUpdate){
|
||||
UpdateFunction();
|
||||
}
|
||||
}
|
||||
|
||||
function Update () {
|
||||
if (!useFixedUpdate){
|
||||
UpdateFunction();
|
||||
}
|
||||
|
||||
//Run input
|
||||
if(Input.GetAxis("Vertical") > 0.1 && inputRun && canRun && !onLadder && Walking){
|
||||
if(canStand && canStandCrouch){
|
||||
OnRunning();
|
||||
}
|
||||
}else{
|
||||
OffRunning();
|
||||
}
|
||||
|
||||
//Check when walk or not
|
||||
if ((movement.velocity.x || movement.velocity.z) > 0.01 || (movement.velocity.x || movement.velocity.z) < -0.01) {
|
||||
Walking = true;
|
||||
}else{
|
||||
Walking = false;
|
||||
}
|
||||
|
||||
if(!canControl)
|
||||
return;
|
||||
|
||||
if(movement.canCrouch){
|
||||
if(!onLadder){
|
||||
Crouch();
|
||||
}
|
||||
}
|
||||
|
||||
if(movement.canProne){
|
||||
if(!onLadder){
|
||||
Prone();
|
||||
}
|
||||
}
|
||||
|
||||
if(onLadder){
|
||||
grounded = false;
|
||||
crouch = false;
|
||||
prone = false;
|
||||
}
|
||||
|
||||
if(!crouch && !prone && controller.height < standartHeight-0.01){
|
||||
controller.height = Mathf.Lerp(controller.height, standartHeight, Time.deltaTime/movement.crouchSmooth);
|
||||
controller.center.y = Mathf.Lerp(controller.center.y, centerY, Time.deltaTime/movement.crouchSmooth);
|
||||
lookObj.transform.localPosition.y = Mathf.Lerp(lookObj.transform.localPosition.y, standartHeight, Time.deltaTime/movement.crouchSmooth);
|
||||
}
|
||||
}
|
||||
|
||||
function Prone(){
|
||||
var up = transform.TransformDirection(Vector3.up);
|
||||
var hit : RaycastHit;
|
||||
var charCtrl : CharacterController = GetComponent(CharacterController);
|
||||
var p1 : Vector3 = transform.position;
|
||||
//Input control
|
||||
if(inputProne && !Running && !onLadder && (canStand || crouch)){
|
||||
crouch = false;
|
||||
prone = !prone;
|
||||
if(!prone){
|
||||
crouch = true;
|
||||
}else{
|
||||
canStandCrouch = true;
|
||||
}
|
||||
if(canStandCrouch){
|
||||
crouch = false;
|
||||
}
|
||||
}
|
||||
|
||||
if(inputJump && prone){
|
||||
if(canStand){
|
||||
prone = false;
|
||||
crouch = true;
|
||||
if(canStandCrouch){
|
||||
crouch = false;
|
||||
}else{
|
||||
crouch = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(prone || Running){
|
||||
if (!Physics.SphereCast (p1, charCtrl.radius, transform.up, hit, movement.crouchHeight*0.9)) {
|
||||
if(Running && prone){
|
||||
prone = false;
|
||||
if(!prone){
|
||||
crouch = true;
|
||||
}
|
||||
if(canStandCrouch){
|
||||
crouch = false;
|
||||
}
|
||||
}
|
||||
if(prone){
|
||||
canStand = true;
|
||||
}
|
||||
}else{
|
||||
if(prone){
|
||||
canStand = false;
|
||||
}
|
||||
//print("We hit something");
|
||||
}
|
||||
}
|
||||
|
||||
if(prone && !crouch){
|
||||
if(controller.height > movement.proneHeight+0.01){
|
||||
controller.height = Mathf.Lerp(controller.height, movement.proneHeight, Time.deltaTime/movement.crouchSmooth);
|
||||
controller.center.y = Mathf.Lerp(controller.center.y, movement.proneHeight/2, Time.deltaTime/movement.crouchSmooth);
|
||||
lookObj.transform.localPosition.y = Mathf.Lerp(lookObj.transform.localPosition.y, movement.proneHeight, Time.deltaTime/movement.crouchSmooth);
|
||||
movement.maxForwardSpeed = movement.ProneSpeed;
|
||||
movement.maxSidewaysSpeed = movement.ProneSpeed;
|
||||
movement.maxBackwardsSpeed = movement.ProneSpeed;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function Crouch(){
|
||||
var up = transform.TransformDirection(Vector3.up);
|
||||
var hit : RaycastHit;
|
||||
var charCtrl : CharacterController = GetComponent(CharacterController);
|
||||
var p1 : Vector3 = transform.position;
|
||||
//Input control
|
||||
if(inputCrouch && ! Running && !onLadder && canStand){
|
||||
prone = false;
|
||||
crouch = !crouch;
|
||||
}
|
||||
|
||||
//if(crouch){
|
||||
if (!Physics.SphereCast (p1, charCtrl.radius, transform.up, hit, standartHeight)) {
|
||||
if(inputJump && crouch){
|
||||
crouch = false;
|
||||
}
|
||||
if(Running && crouch){
|
||||
crouch = false;
|
||||
}
|
||||
if(crouch){
|
||||
canStand = true;
|
||||
}
|
||||
canStandCrouch = true;
|
||||
}else{
|
||||
if(crouch){
|
||||
canStand = false;
|
||||
}
|
||||
canStandCrouch = false;
|
||||
//print("We hit something");
|
||||
}
|
||||
//}
|
||||
|
||||
if(crouch && !prone){
|
||||
if(controller.height < movement.crouchHeight+0.01 && controller.height > movement.crouchHeight-0.01)
|
||||
return;
|
||||
controller.height = Mathf.Lerp(controller.height, movement.crouchHeight, Time.deltaTime/movement.crouchSmooth);
|
||||
controller.center.y = Mathf.Lerp(controller.center.y, movement.crouchHeight/2, Time.deltaTime/movement.crouchSmooth);
|
||||
lookObj.transform.localPosition.y = Mathf.Lerp(lookObj.transform.localPosition.y, movement.crouchHeight, Time.deltaTime/movement.crouchSmooth);
|
||||
movement.maxForwardSpeed = movement.CrouchSpeed;
|
||||
movement.maxSidewaysSpeed = movement.CrouchSpeed;
|
||||
movement.maxBackwardsSpeed = movement.CrouchSpeed;
|
||||
}
|
||||
}
|
||||
|
||||
function OnRunning (){
|
||||
Running = true;
|
||||
movement.maxForwardSpeed = movement.RunSpeed;
|
||||
movement.maxSidewaysSpeed = movement.RunSpeed;
|
||||
//Make bigger extra height when player run to increase jump distance
|
||||
jumping.extraHeight = jumping.baseHeight + 0.15;
|
||||
}
|
||||
|
||||
function OffRunning (){
|
||||
Running = false;
|
||||
if(crouch || prone)
|
||||
return;
|
||||
movement.maxForwardSpeed = movement.WalkSpeed;
|
||||
movement.maxSidewaysSpeed = movement.WalkSpeed;
|
||||
movement.maxBackwardsSpeed = movement.WalkSpeed/2;
|
||||
//Change extraheight value to default when player walk
|
||||
jumping.extraHeight = jumping.baseHeight;
|
||||
}
|
||||
|
||||
//Ladder functions
|
||||
function OnLadder () {
|
||||
onLadder = true;
|
||||
//moveDirection = Vector3.zero;
|
||||
inputMoveDirection = Vector3.zero;
|
||||
//Disable gravity when climb on ladder
|
||||
movement.enableGravity = false;
|
||||
}
|
||||
|
||||
function OffLadder (ladderMovement) {
|
||||
onLadder = false;
|
||||
// perform off-ladder hop
|
||||
var hop : Vector3 = mainCamera.transform.forward;
|
||||
hop = transform.TransformDirection(hop);
|
||||
//Enable gravity when climb off ladder
|
||||
movement.enableGravity = true;
|
||||
}
|
||||
|
||||
private function ApplyInputVelocityChange (velocity : Vector3) {
|
||||
if (!canControl)
|
||||
inputMoveDirection = Vector3.zero;
|
||||
|
||||
// Find desired velocity
|
||||
var desiredVelocity : Vector3;
|
||||
if (grounded && TooSteep()) {
|
||||
// The direction we're sliding in
|
||||
desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized;
|
||||
// Find the input movement direction projected onto the sliding direction
|
||||
var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
|
||||
// Add the sliding direction, the spped control, and the sideways control vectors
|
||||
desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
|
||||
// Multiply with the sliding speed
|
||||
desiredVelocity *= sliding.slidingSpeed;
|
||||
}
|
||||
else
|
||||
desiredVelocity = GetDesiredHorizontalVelocity();
|
||||
|
||||
if (movingPlatform.enabled && movingPlatform.movementTransfer == FPSMovementTransferOnJump.PermaTransfer) {
|
||||
desiredVelocity += movement.frameVelocity;
|
||||
desiredVelocity.y = 0;
|
||||
}
|
||||
|
||||
if (grounded)
|
||||
desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
|
||||
else
|
||||
velocity.y = 0;
|
||||
|
||||
// Enforce max velocity change
|
||||
var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime;
|
||||
var velocityChangeVector : Vector3 = (desiredVelocity - velocity);
|
||||
if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {
|
||||
velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
|
||||
}
|
||||
// If we're in the air and don't have control, don't apply any velocity change at all.
|
||||
// If we're on the ground and don't have control we do apply it - it will correspond to friction.
|
||||
if (grounded || canControl)
|
||||
velocity += velocityChangeVector;
|
||||
|
||||
if (grounded) {
|
||||
// When going uphill, the CharacterController will automatically move up by the needed amount.
|
||||
// Not moving it upwards manually prevent risk of lifting off from the ground.
|
||||
// When going downhill, DO move down manually, as gravity is not enough on steep hills.
|
||||
velocity.y = Mathf.Min(velocity.y, 0);
|
||||
}
|
||||
|
||||
return velocity;
|
||||
}
|
||||
|
||||
private function ApplyGravityAndJumping (velocity : Vector3) {
|
||||
|
||||
if (!inputJump || !canControl) {
|
||||
jumping.holdingJumpButton = false;
|
||||
jumping.lastButtonDownTime = -100;
|
||||
}
|
||||
|
||||
if (inputJump && jumping.lastButtonDownTime < 0 && canControl)
|
||||
jumping.lastButtonDownTime = Time.time;
|
||||
|
||||
if (grounded)
|
||||
velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
|
||||
else {
|
||||
velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
|
||||
|
||||
// When jumping up we don't apply gravity for some time when the user is holding the jump button.
|
||||
// This gives more control over jump height by pressing the button longer.
|
||||
if (jumping.jumping && jumping.holdingJumpButton) {
|
||||
// Calculate the duration that the extra jump force should have effect.
|
||||
// If we're still less than that duration after the jumping time, apply the force.
|
||||
if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {
|
||||
// Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
|
||||
velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
// Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
|
||||
velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);
|
||||
}
|
||||
|
||||
if (grounded) {
|
||||
// Jump only if the jump button was pressed down in the last 0.2 seconds.
|
||||
// We use this check instead of checking if it's pressed down right now
|
||||
// because players will often try to jump in the exact moment when hitting the ground after a jump
|
||||
// and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,
|
||||
// it's confusing and it feels like the game is buggy.
|
||||
if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) {
|
||||
grounded = false;
|
||||
jumping.jumping = true;
|
||||
jumping.lastStartTime = Time.time;
|
||||
jumping.lastButtonDownTime = -100;
|
||||
jumping.holdingJumpButton = true;
|
||||
|
||||
// Calculate the jumping direction
|
||||
if (TooSteep())
|
||||
jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
|
||||
else
|
||||
jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
|
||||
|
||||
// Apply the jumping force to the velocity. Cancel any vertical velocity first.
|
||||
velocity.y = 0;
|
||||
velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);
|
||||
|
||||
// Apply inertia from platform
|
||||
if (movingPlatform.enabled &&
|
||||
(movingPlatform.movementTransfer == FPSMovementTransferOnJump.InitTransfer ||
|
||||
movingPlatform.movementTransfer == FPSMovementTransferOnJump.PermaTransfer)
|
||||
) {
|
||||
movement.frameVelocity = movingPlatform.platformVelocity;
|
||||
velocity += movingPlatform.platformVelocity;
|
||||
}
|
||||
|
||||
SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);
|
||||
}
|
||||
else {
|
||||
jumping.holdingJumpButton = false;
|
||||
}
|
||||
}
|
||||
|
||||
return velocity;
|
||||
}
|
||||
|
||||
function OnControllerColliderHit (hit : ControllerColliderHit) {
|
||||
if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) {
|
||||
if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
|
||||
groundNormal = hit.normal;
|
||||
else
|
||||
groundNormal = lastGroundNormal;
|
||||
|
||||
movingPlatform.hitPlatform = hit.collider.transform;
|
||||
movement.hitPoint = hit.point;
|
||||
movement.frameVelocity = Vector3.zero;
|
||||
}
|
||||
|
||||
//Did we push something?
|
||||
if(pushing.canPush){
|
||||
var body : Rigidbody = hit.collider.attachedRigidbody;
|
||||
// no rigidbody
|
||||
if (body == null || body.isKinematic)
|
||||
return;
|
||||
|
||||
// We dont want to push objects below us
|
||||
if (hit.moveDirection.y < -0.3)
|
||||
return;
|
||||
|
||||
// Calculate push direction from move direction,
|
||||
// we only push objects to the sides never up and down
|
||||
var pushDir : Vector3 = Vector3 (hit.moveDirection.x, 0, hit.moveDirection.z);
|
||||
|
||||
// If you know how fast your character is trying to move,
|
||||
// then you can also multiply the push velocity by that.
|
||||
|
||||
// Apply the push
|
||||
body.velocity = pushDir * pushing.pushPower;
|
||||
}
|
||||
}
|
||||
|
||||
private function SubtractNewPlatformVelocity () {
|
||||
// When landing, subtract the velocity of the new ground from the character's velocity
|
||||
// since movement in ground is relative to the movement of the ground.
|
||||
if (movingPlatform.enabled &&
|
||||
(movingPlatform.movementTransfer == FPSMovementTransferOnJump.InitTransfer ||
|
||||
movingPlatform.movementTransfer == FPSMovementTransferOnJump.PermaTransfer)
|
||||
) {
|
||||
// If we landed on a new platform, we have to wait for two FixedUpdates
|
||||
// before we know the velocity of the platform under the character
|
||||
if (movingPlatform.newPlatform) {
|
||||
var platform : Transform = movingPlatform.activePlatform;
|
||||
yield WaitForFixedUpdate();
|
||||
yield WaitForFixedUpdate();
|
||||
if (grounded && platform == movingPlatform.activePlatform)
|
||||
yield 1;
|
||||
}
|
||||
movement.velocity -= movingPlatform.platformVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
private function MoveWithPlatform () : boolean {
|
||||
return (
|
||||
movingPlatform.enabled
|
||||
&& (grounded || movingPlatform.movementTransfer == FPSMovementTransferOnJump.PermaLocked)
|
||||
&& movingPlatform.activePlatform != null
|
||||
);
|
||||
}
|
||||
|
||||
private function GetDesiredHorizontalVelocity () {
|
||||
// Find desired velocity
|
||||
var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection);
|
||||
var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection);
|
||||
if (grounded) {
|
||||
// Modify max speed on slopes based on slope speed multiplier curve
|
||||
var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y) * Mathf.Rad2Deg;
|
||||
maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
|
||||
}
|
||||
return tr.TransformDirection(desiredLocalDirection * maxSpeed);
|
||||
}
|
||||
|
||||
private function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 {
|
||||
var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity);
|
||||
return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
|
||||
}
|
||||
|
||||
private function IsGroundedTest () {
|
||||
return (groundNormal.y > 0.01);
|
||||
}
|
||||
|
||||
function GetMaxAcceleration (grounded : boolean) : float {
|
||||
// Maximum acceleration on ground and in air
|
||||
if (grounded)
|
||||
return movement.maxGroundAcceleration;
|
||||
else
|
||||
return movement.maxAirAcceleration;
|
||||
}
|
||||
|
||||
function CalculateJumpVerticalSpeed (targetJumpHeight : float) {
|
||||
// From the jump height and gravity we deduce the upwards speed
|
||||
// for the character to reach at the apex.
|
||||
return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity);
|
||||
}
|
||||
|
||||
function IsJumping () {
|
||||
return jumping.jumping;
|
||||
}
|
||||
|
||||
function IsSliding () {
|
||||
return (grounded && sliding.enabled && TooSteep());
|
||||
}
|
||||
|
||||
function IsTouchingCeiling () {
|
||||
return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
|
||||
}
|
||||
|
||||
function IsGrounded () {
|
||||
return grounded;
|
||||
}
|
||||
|
||||
function TooSteep () {
|
||||
return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
|
||||
}
|
||||
|
||||
function GetDirection () {
|
||||
return inputMoveDirection;
|
||||
}
|
||||
|
||||
function SetControllable (controllable : boolean) {
|
||||
canControl = controllable;
|
||||
}
|
||||
|
||||
// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.
|
||||
// The function returns the length of the resulting vector.
|
||||
function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float {
|
||||
if (desiredMovementDirection == Vector3.zero)
|
||||
return 0;
|
||||
else {
|
||||
var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
|
||||
var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
|
||||
var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
|
||||
return length;
|
||||
}
|
||||
}
|
||||
|
||||
function SetVelocity (velocity : Vector3) {
|
||||
grounded = false;
|
||||
movement.velocity = velocity;
|
||||
movement.frameVelocity = Vector3.zero;
|
||||
SendMessage("OnExternalVelocity");
|
||||
}
|
||||
|
||||
// Require a character controller to be attached to the same game object
|
||||
@script RequireComponent (CharacterController)
|
||||
@script AddComponentMenu ("FPS system/Character/FPS Controller")
|
||||
@script RequireComponent (FPSinput)
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1d2eced27ba55304daffb08ee0b2eab9
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
@@ -0,0 +1,45 @@
|
||||
//NSdesignGames @ 2012
|
||||
//FPS Kit | Version 2.0
|
||||
|
||||
private var motor : FPScontroller;
|
||||
|
||||
// Use this for initialization
|
||||
function Awake () {
|
||||
motor = GetComponent(FPScontroller);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
function LateUpdate () {
|
||||
// Get the input vector from kayboard or analog stick
|
||||
var directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
|
||||
|
||||
if (directionVector != Vector3.zero) {
|
||||
// Get the length of the directon vector and then normalize it
|
||||
// Dividing by the length is cheaper than normalizing when we already have the length anyway
|
||||
var directionLength = directionVector.magnitude;
|
||||
directionVector = directionVector / directionLength;
|
||||
|
||||
// Make sure the length is no bigger than 1
|
||||
directionLength = Mathf.Min(1, directionLength);
|
||||
|
||||
// Make the input vector more sensitive towards the extremes and less sensitive in the middle
|
||||
// This makes it easier to control slow speeds when using analog sticks
|
||||
directionLength = directionLength * directionLength;
|
||||
|
||||
// Multiply the normalized direction vector by the modified length
|
||||
directionVector = directionVector * directionLength;
|
||||
}
|
||||
|
||||
// Apply the direction to the CharacterMotor
|
||||
motor.inputMoveDirection = transform.rotation * directionVector;
|
||||
motor.inputJump = Input.GetKeyDown(KeyCode.Space);
|
||||
|
||||
//Run Input
|
||||
motor.inputRun = Input.GetKey(KeyCode.LeftShift);
|
||||
|
||||
//Crouch Input
|
||||
motor.inputCrouch = Input.GetKeyDown(KeyCode.C);
|
||||
|
||||
//Prone Input
|
||||
motor.inputProne = Input.GetKeyDown(KeyCode.LeftControl);
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b5385a2613b23724598b5e253a9acf82
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
Reference in New Issue
Block a user