266 lines
8.9 KiB
C#
266 lines
8.9 KiB
C#
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using System;
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using UnityEngine;
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using UnityStandardAssets.CrossPlatformInput;
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namespace UnityStandardAssets.Characters.FirstPerson
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{
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[RequireComponent(typeof (Rigidbody))]
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[RequireComponent(typeof (CapsuleCollider))]
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public class RigidbodyFirstPersonController : MonoBehaviour
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{
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[Serializable]
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public class MovementSettings
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{
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public float ForwardSpeed = 8.0f; // Speed when walking forward
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public float BackwardSpeed = 4.0f; // Speed when walking backwards
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public float StrafeSpeed = 4.0f; // Speed when walking sideways
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public float RunMultiplier = 2.0f; // Speed when sprinting
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public KeyCode RunKey = KeyCode.LeftShift;
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public float JumpForce = 30f;
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public AnimationCurve SlopeCurveModifier = new AnimationCurve(new Keyframe(-90.0f, 1.0f), new Keyframe(0.0f, 1.0f), new Keyframe(90.0f, 0.0f));
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[HideInInspector] public float CurrentTargetSpeed = 8f;
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#if !MOBILE_INPUT
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private bool m_Running;
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#endif
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public void UpdateDesiredTargetSpeed(Vector2 input)
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{
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if (input == Vector2.zero) return;
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if (input.x > 0 || input.x < 0)
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{
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//strafe
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CurrentTargetSpeed = StrafeSpeed;
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}
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if (input.y < 0)
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{
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//backwards
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CurrentTargetSpeed = BackwardSpeed;
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}
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if (input.y > 0)
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{
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//forwards
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//handled last as if strafing and moving forward at the same time forwards speed should take precedence
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CurrentTargetSpeed = ForwardSpeed;
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}
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#if !MOBILE_INPUT
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if (Input.GetKey(RunKey))
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{
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CurrentTargetSpeed *= RunMultiplier;
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m_Running = true;
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}
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else
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{
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m_Running = false;
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}
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#endif
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}
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#if !MOBILE_INPUT
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public bool Running
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{
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get { return m_Running; }
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}
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#endif
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}
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[Serializable]
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public class AdvancedSettings
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{
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public float groundCheckDistance = 0.01f; // distance for checking if the controller is grounded ( 0.01f seems to work best for this )
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public float stickToGroundHelperDistance = 0.5f; // stops the character
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public float slowDownRate = 20f; // rate at which the controller comes to a stop when there is no input
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public bool airControl; // can the user control the direction that is being moved in the air
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[Tooltip("set it to 0.1 or more if you get stuck in wall")]
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public float shellOffset; //reduce the radius by that ratio to avoid getting stuck in wall (a value of 0.1f is nice)
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}
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public Camera cam;
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public MovementSettings movementSettings = new MovementSettings();
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public MouseLook mouseLook = new MouseLook();
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public AdvancedSettings advancedSettings = new AdvancedSettings();
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private Rigidbody m_RigidBody;
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private CapsuleCollider m_Capsule;
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private float m_YRotation;
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private Vector3 m_GroundContactNormal;
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private bool m_Jump, m_PreviouslyGrounded, m_Jumping, m_IsGrounded;
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public Vector3 Velocity
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{
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get { return m_RigidBody.velocity; }
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}
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public bool Grounded
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{
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get { return m_IsGrounded; }
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}
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public bool Jumping
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{
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get { return m_Jumping; }
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}
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public bool Running
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{
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get
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{
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#if !MOBILE_INPUT
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return movementSettings.Running;
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#else
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return false;
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#endif
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}
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}
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private void Start()
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{
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m_RigidBody = GetComponent<Rigidbody>();
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m_Capsule = GetComponent<CapsuleCollider>();
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mouseLook.Init (transform, cam.transform);
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}
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private void Update()
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{
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RotateView();
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if (CrossPlatformInputManager.GetButtonDown("Jump") && !m_Jump)
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{
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m_Jump = true;
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}
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}
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private void FixedUpdate()
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{
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GroundCheck();
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Vector2 input = GetInput();
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if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && (advancedSettings.airControl || m_IsGrounded))
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{
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// always move along the camera forward as it is the direction that it being aimed at
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Vector3 desiredMove = cam.transform.forward*input.y + cam.transform.right*input.x;
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desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized;
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desiredMove.x = desiredMove.x*movementSettings.CurrentTargetSpeed;
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desiredMove.z = desiredMove.z*movementSettings.CurrentTargetSpeed;
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desiredMove.y = desiredMove.y*movementSettings.CurrentTargetSpeed;
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if (m_RigidBody.velocity.sqrMagnitude <
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(movementSettings.CurrentTargetSpeed*movementSettings.CurrentTargetSpeed))
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{
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m_RigidBody.AddForce(desiredMove*SlopeMultiplier(), ForceMode.Impulse);
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}
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}
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if (m_IsGrounded)
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{
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m_RigidBody.drag = 5f;
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if (m_Jump)
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{
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m_RigidBody.drag = 0f;
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m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z);
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m_RigidBody.AddForce(new Vector3(0f, movementSettings.JumpForce, 0f), ForceMode.Impulse);
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m_Jumping = true;
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}
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if (!m_Jumping && Mathf.Abs(input.x) < float.Epsilon && Mathf.Abs(input.y) < float.Epsilon && m_RigidBody.velocity.magnitude < 1f)
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{
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m_RigidBody.Sleep();
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}
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}
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else
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{
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m_RigidBody.drag = 0f;
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if (m_PreviouslyGrounded && !m_Jumping)
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{
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StickToGroundHelper();
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}
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}
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m_Jump = false;
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}
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private float SlopeMultiplier()
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{
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float angle = Vector3.Angle(m_GroundContactNormal, Vector3.up);
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return movementSettings.SlopeCurveModifier.Evaluate(angle);
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}
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private void StickToGroundHelper()
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{
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RaycastHit hitInfo;
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if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo,
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((m_Capsule.height/2f) - m_Capsule.radius) +
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advancedSettings.stickToGroundHelperDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore))
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{
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if (Mathf.Abs(Vector3.Angle(hitInfo.normal, Vector3.up)) < 85f)
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{
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m_RigidBody.velocity = Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal);
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}
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}
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}
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private Vector2 GetInput()
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{
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Vector2 input = new Vector2
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{
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x = CrossPlatformInputManager.GetAxis("Horizontal"),
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y = CrossPlatformInputManager.GetAxis("Vertical")
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};
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movementSettings.UpdateDesiredTargetSpeed(input);
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return input;
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}
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private void RotateView()
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{
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//avoids the mouse looking if the game is effectively paused
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if (Mathf.Abs(Time.timeScale) < float.Epsilon) return;
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// get the rotation before it's changed
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float oldYRotation = transform.eulerAngles.y;
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mouseLook.LookRotation (transform, cam.transform);
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if (m_IsGrounded || advancedSettings.airControl)
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{
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// Rotate the rigidbody velocity to match the new direction that the character is looking
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Quaternion velRotation = Quaternion.AngleAxis(transform.eulerAngles.y - oldYRotation, Vector3.up);
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m_RigidBody.velocity = velRotation*m_RigidBody.velocity;
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}
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}
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/// sphere cast down just beyond the bottom of the capsule to see if the capsule is colliding round the bottom
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private void GroundCheck()
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{
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m_PreviouslyGrounded = m_IsGrounded;
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RaycastHit hitInfo;
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if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo,
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((m_Capsule.height/2f) - m_Capsule.radius) + advancedSettings.groundCheckDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore))
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{
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m_IsGrounded = true;
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m_GroundContactNormal = hitInfo.normal;
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}
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else
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{
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m_IsGrounded = false;
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m_GroundContactNormal = Vector3.up;
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}
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if (!m_PreviouslyGrounded && m_IsGrounded && m_Jumping)
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{
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m_Jumping = false;
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}
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}
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}
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}
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