//NSdesignGames @ 2012 //FPS Kit | Version 2.0 #pragma strict #pragma implicit #pragma downcast // Does this script currently respond to input? 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! // The current global direction we want the character to move in. @System.NonSerialized 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)