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fa3c35b138a65490f8d46af050e022e9 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/Shooter/Scripts.meta b/Assets/Mirror/Examples/Shooter/Scripts.meta new file mode 100644 index 000000000..4fbee7c14 --- /dev/null +++ b/Assets/Mirror/Examples/Shooter/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2ceee57e91e1142738e0d041d618f7ec +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/Shooter/Scripts/DestroyAfter.cs b/Assets/Mirror/Examples/Shooter/Scripts/DestroyAfter.cs new file mode 100644 index 000000000..1875b86af --- /dev/null +++ b/Assets/Mirror/Examples/Shooter/Scripts/DestroyAfter.cs @@ -0,0 +1,14 @@ +using UnityEngine; + +namespace Mirror.Examples.Shooter +{ + public class DestroyAfter : MonoBehaviour + { + public float time = 1; + + void Start() + { + Destroy(gameObject, time); + } + } +} diff --git a/Assets/Mirror/Examples/Shooter/Scripts/DestroyAfter.cs.meta b/Assets/Mirror/Examples/Shooter/Scripts/DestroyAfter.cs.meta new file mode 100644 index 000000000..a7a3a2ae7 --- /dev/null +++ b/Assets/Mirror/Examples/Shooter/Scripts/DestroyAfter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 744c22e908e70415ba851f5b5ab34d59 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/Shooter/Scripts/MuzzleFlash.cs b/Assets/Mirror/Examples/Shooter/Scripts/MuzzleFlash.cs new file mode 100644 index 000000000..755817481 --- /dev/null +++ b/Assets/Mirror/Examples/Shooter/Scripts/MuzzleFlash.cs @@ -0,0 +1,36 @@ +// source: Unity Standard Assets - Angry Bots (Unity Companion License). +// Modifications by Mirror. +using UnityEngine; + +namespace Mirror.Examples.Shooter +{ + public class MuzzleFlash : MonoBehaviour + { + public float visibleTime = 0.1f; + public bool rotate = true; + float endTime; + Vector3 originalScale; + + void Awake() + { + originalScale = transform.localScale; + } + + void FixedUpdate() + { + transform.localScale = originalScale * Random.Range(0.5f, 1.5f); + if (rotate) transform.Rotate(0, 0, Random.Range(0f, 90f)); + + // hide self after end time. we don't use Invoke because it might be + // enabled over and over again + if (Time.time >= endTime) gameObject.SetActive(false); + } + + public void Fire() + { + // reset end time + gameObject.SetActive(true); + endTime = Time.time + visibleTime; + } + } +} diff --git a/Assets/Mirror/Examples/Shooter/Scripts/MuzzleFlash.cs.meta b/Assets/Mirror/Examples/Shooter/Scripts/MuzzleFlash.cs.meta new file mode 100644 index 000000000..081df197a --- /dev/null +++ b/Assets/Mirror/Examples/Shooter/Scripts/MuzzleFlash.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1e8f9a08cea66439a83ca5ba9b6632bf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/Shooter/Scripts/Player.cs b/Assets/Mirror/Examples/Shooter/Scripts/Player.cs new file mode 100644 index 000000000..ade8f0f0a --- /dev/null +++ b/Assets/Mirror/Examples/Shooter/Scripts/Player.cs @@ -0,0 +1,41 @@ +using UnityEngine; + +namespace Mirror.Examples.Shooter +{ + public class Player : NetworkBehaviour + { + /* + [Header("Camera")] + public Transform cameraMount; + Vector3 initialCameraPosition; + Quaternion initialCameraRotation; + Camera cam; + + protected virtual void Awake() + { + // find main camera once + cam = Camera.main; + } + + public override void OnStartLocalPlayer() + { + // remember initial camera position/rotation + initialCameraPosition = cam.transform.position; + initialCameraRotation = cam.transform.rotation; + + // move main camera into camera mount + cam.transform.SetParent(cameraMount, false); + cam.transform.localPosition = Vector3.zero; + cam.transform.localRotation = Quaternion.identity; + } + + public override void OnStopLocalPlayer() + { + // move the camera back to the original point. + // otherwise it would be destroyed when stopping the game (and player) + cam.transform.SetParent(null, true); + cam.transform.position = initialCameraPosition; + cam.transform.rotation = initialCameraRotation; + }*/ + } +} diff --git a/Assets/Mirror/Examples/Shooter/Scripts/Player.cs.meta b/Assets/Mirror/Examples/Shooter/Scripts/Player.cs.meta new file mode 100644 index 000000000..c5cddc866 --- /dev/null +++ b/Assets/Mirror/Examples/Shooter/Scripts/Player.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6ca56588750e2488d972de17a0f71f5a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/Shooter/Scripts/PlayerLook.cs b/Assets/Mirror/Examples/Shooter/Scripts/PlayerLook.cs new file mode 100644 index 000000000..bb6916953 --- /dev/null +++ b/Assets/Mirror/Examples/Shooter/Scripts/PlayerLook.cs @@ -0,0 +1,266 @@ +using System; +using UnityEngine; + +namespace Mirror.Examples.Shooter +{ + public class PlayerLook : NetworkBehaviour + { + [Header("Components")] + #pragma warning disable CS0109 // member does not hide accessible member + [HideInInspector] public new Camera camera; + #pragma warning restore CS0109 // member does not hide accessible member + + [Header("Camera")] + public float XSensitivity = 2; + public float YSensitivity = 2; + public float MinimumX = -90; + public float MaximumX = 90; + + // head position is useful for raycasting etc. + [Tooltip("Camera will be mounted to this in first person view. Highly recommended to position this at (0,Y,0), otherwise at (0,Y,0.5) etc. there might be jitter since the camera is not only rotated, but also moved.")] + public Transform firstPersonParent; + public Vector3 headPosition => firstPersonParent.position; + Vector3 originalCameraPosition; + + // the layer mask to use when trying to detect view blocking + // (this way we dont zoom in all the way when standing in another entity) + // (-> create a entity layer for them if needed) + public LayerMask viewBlockingLayers; + public float zoomSpeed = 0.5f; + public float distance = 0; + public float minDistance = 0; + public float maxDistance = 7; + + [Header("Physical Interaction")] + [Tooltip("Layers to use for raycasting. Check Default, Walls, Player, Zombie, Doors, Interactables, Item, etc. Uncheck IgnoreRaycast, AggroArea, Water, UI, etc.")] + public LayerMask raycastLayers = Physics.DefaultRaycastLayers; + + // camera offsets. Vector2 because we only want X (left/right) and Y (up/down) + // to be modified. Z (forward/backward) should NEVER be modified because + // then we could look through walls when tilting our head forward to look + // downwards, etc. This can be avoided in the camera positioning logic, but + // is way to complex and not worth it at all. + [Header("Offsets - Standing")] + public Vector2 firstPersonOffsetStanding = Vector2.zero; + public Vector2 thirdPersonOffsetStanding = Vector2.up; + public Vector2 thirdPersonOffsetStandingMultiplier = Vector2.zero; + + // look directions ///////////////////////////////////////////////////////// + // * for first person, all we need is the camera.forward + // + // * for third person, we need to raycast where the camera looks and then + // calculate the direction from the eyes. + // BUT for animations we actually only want camera.forward because it + // looks strange if we stand right in front of a wall, camera aiming above + // a player's head (because of head offset) and then the players arms + // aiming at that point above his head (on the wall) too. + // => he should always appear to aim into the far direction + // => he should always fire at the raycasted point + // in other words, if we want 1st and 3rd person WITH camera offsets, then + // we need both the FAR direction and the RAYCASTED direction + // + // * we also need to sync it over the network to animate other players. + // => we compress it as far as possible to save bandwidth. syncing it via + // rotation bytes X and Y uses 2 instead of 12 bytes per observer(!) + // + // * and we can't only calculate and store the values in Update because + // ShoulderLookAt needs them live in LateUpdate, Update is too far behind + // and would cause the arms to be lag behind a bit. + // + public Vector3 lookDirectionFar + { + get + { + return camera.transform.forward; + } + } + + //[SyncVar, HideInInspector] Vector3 syncedLookDirectionRaycasted; not needed atm, see lookPositionRaycasted comment + public Vector3 lookDirectionRaycasted + { + get + { + // same for local and other players + // (positionRaycasted uses camera || syncedDirectionRaycasted anyway) + return (lookPositionRaycasted - headPosition).normalized; + } + } + + // the far position, directionFar projected into nirvana + public Vector3 lookPositionFar + { + get + { + Vector3 position = camera.transform.position; + return position + lookDirectionFar * 9999f; + } + } + + // the raycasted position is needed for lookDirectionRaycasted calculation + // and for firing, so we might as well reuse it here + public Vector3 lookPositionRaycasted + { + get + { + // raycast based on position and direction, project into nirvana if nothing hit + // (not * infinity because might overflow depending on position) + return LookPositionRaycasted(out RaycastHit hit) ? hit.point : lookPositionFar; + } + } + + public bool LookPositionRaycasted(out RaycastHit hit) => + Utils.RaycastWithout(camera.transform.position, camera.transform.forward, out hit, Mathf.Infinity, gameObject, raycastLayers); + + void Awake() + { + camera = Camera.main; + } + + public override void OnStartLocalPlayer() + { + Cursor.lockState = CursorLockMode.Locked; + + // set camera parent to player + camera.transform.SetParent(transform, false); + + // look into player forward direction, which was loaded from the db + camera.transform.rotation = transform.rotation; + + // set camera to head position + camera.transform.position = headPosition; + + // remember original camera position + originalCameraPosition = camera.transform.localPosition; + } + + void OnDestroy() + { + // LateUpdate may lock the cursor. + // always free it in OnDestroy so players can use the UI after disconnects. + if (isLocalPlayer) + { + Cursor.lockState = CursorLockMode.None; + } + } + + //////////////////////////////////////////////////////////////////////////// + // Update camera position after everything else was updated + void LateUpdate() + { + if (!isLocalPlayer) return; + + // escape unlocks cursor + if (Input.GetKeyDown(KeyCode.Escape)) + { + Cursor.lockState = CursorLockMode.None; + } + // mouse click locks cursor + else if (Input.GetMouseButtonDown(0)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + // only while alive and while cursor is locked, otherwise we are in a UI + if (Cursor.lockState == CursorLockMode.Locked) + { + // calculate horizontal and vertical rotation steps + float xExtra = Input.GetAxis("Mouse X") * XSensitivity; + float yExtra = Input.GetAxis("Mouse Y") * YSensitivity; + + // use mouse to rotate character + // set to player parent already? + if (camera.transform.parent != transform) + InitializeForcedLook(); + + // rotate character for horizontal, rotate camera for vertical + transform.Rotate(new Vector3(0, xExtra, 0)); + camera.transform.Rotate(new Vector3(-yExtra, 0, 0)); + } + + // clamp camera rotation automatically. this way we can rotate it to + // whatever we like in Update, and LateUpdate will correct it. + camera.transform.localRotation = Utils.ClampRotationAroundXAxis(camera.transform.localRotation, MinimumX, MaximumX); + + // zoom after rotating, otherwise it won't be smooth and would overwrite + // each other. + + // zoom should only happen if not in a UI right now + if (!Utils.IsCursorOverUserInterface()) + { + float step = Utils.GetZoomUniversal() * zoomSpeed; + distance = Mathf.Clamp(distance - step, minDistance, maxDistance); + } + + // calculate target and zoomed position + if (distance == 0) // first person + { + // we use the current head bone position as origin here + // -> gets rid of the idle->run head change effect that was odd + // -> gets rid of upper body culling issues when looking downwards + Vector3 headLocal = transform.InverseTransformPoint(headPosition); + Vector3 origin = headLocal; + Vector3 offset = firstPersonOffsetStanding; + + // set final position + Vector3 target = transform.TransformPoint(origin + offset); + camera.transform.position = target; + } + else // third person + { + Vector3 origin = originalCameraPosition; + Vector3 offsetBase = thirdPersonOffsetStanding; + Vector3 offsetMult = thirdPersonOffsetStandingMultiplier; + + Vector3 target = transform.TransformPoint(origin + offsetBase + offsetMult * distance); + Vector3 newPosition = target - (camera.transform.rotation * Vector3.forward * distance); + + // avoid view blocking (only third person, pointless in first person) + // -> always based on original distance and only overwrite if necessary + // so that we dont have to zoom out again after view block disappears + // -> we cast exactly from cam to target, which is the crosshair position. + // if anything is inbetween then view blocking changes the distance. + // this works perfectly. + float finalDistance = distance; + RaycastHit hit; + Debug.DrawLine(target, camera.transform.position, Color.white); + if (Physics.Linecast(target, newPosition, out hit, viewBlockingLayers)) + { + // calculate a better distance (with some space between it) + finalDistance = Vector3.Distance(target, hit.point) - 0.1f; + Debug.DrawLine(target, hit.point, Color.red); + } + else Debug.DrawLine(target, newPosition, Color.green); + + // set final position + camera.transform.position = target - (camera.transform.rotation * Vector3.forward * finalDistance); + } + } + + public bool InFirstPerson() + { + return distance == 0; + } + + // free look mode ////////////////////////////////////////////////////////// + public void InitializeForcedLook() + { + camera.transform.SetParent(transform, false); + } + + // debugging /////////////////////////////////////////////////////////////// + void OnDrawGizmos() + { + if (camera == null) return; + + // draw camera forward + Gizmos.color = Color.white; + Gizmos.DrawLine(headPosition, camera.transform.position + camera.transform.forward * 9999f); + + // draw all the different look positions + Gizmos.color = Color.blue; + Gizmos.DrawLine(headPosition, lookPositionFar); + Gizmos.color = Color.cyan; + Gizmos.DrawLine(headPosition, lookPositionRaycasted); + } + } +} diff --git a/Assets/Mirror/Examples/Shooter/Scripts/PlayerLook.cs.meta b/Assets/Mirror/Examples/Shooter/Scripts/PlayerLook.cs.meta new file mode 100644 index 000000000..22acc09bc --- /dev/null +++ b/Assets/Mirror/Examples/Shooter/Scripts/PlayerLook.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3f380ddcf720745159256fd28850e60b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/Shooter/Scripts/PlayerMovement.cs b/Assets/Mirror/Examples/Shooter/Scripts/PlayerMovement.cs new file mode 100644 index 000000000..44b392d0e --- /dev/null +++ b/Assets/Mirror/Examples/Shooter/Scripts/PlayerMovement.cs @@ -0,0 +1,475 @@ +// based on Unity's FirstPersonController & ThirdPersonController scripts +using UnityEngine; +using Controller2k; +using Random = UnityEngine.Random; + +namespace Mirror.Examples.Shooter +{ + // MoveState as byte for minimal bandwidth (otherwise it's int by default) + // note: distinction between WALKING and RUNNING in case we need to know the + // difference somewhere (e.g. for endurance recovery) + public enum MoveState : byte {IDLE, WALKING, RUNNING, AIRBORNE, CLIMBING} + + [RequireComponent(typeof(CharacterController2k))] + [RequireComponent(typeof(AudioSource))] + public class PlayerMovement : NetworkBehaviour + { + // components to be assigned in inspector + [Header("Components")] + public Animator animator; + public CharacterController2k controller; + public AudioSource feetAudio; + // the collider for the character controller. NOT the hips collider. this + // one is NOT affected by animations and generally a better choice for state + // machine logic. + public CapsuleCollider controllerCollider; + #pragma warning disable CS0109 // member does not hide accessible member + new Camera camera; + #pragma warning restore CS0109 // member does not hide accessible member + + [Header("State")] + [SyncVar] public MoveState state = MoveState.IDLE; + [HideInInspector] public Vector3 moveDir; + + [Header("Walking")] + public float walkSpeed = 5; + public float walkAcceleration = 15; // set to maxint for instant speed + public float walkDeceleration = 20; // feels best if higher than acceleration + + [Header("Running")] + public float runSpeed = 8; + [Range(0f, 1f)] public float runStepLength = 0.7f; + public float runStepInterval = 3; + public float runCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others + public KeyCode walkKey = KeyCode.LeftShift; + float stepCycle; + float nextStep; + + [Header("Jumping")] + public float jumpSpeed = 7; + [HideInInspector] public float jumpLeg; + bool jumpKeyPressed; + + [Header("Falling")] + public float airborneAcceleration = 15; // set to maxint for instant speed + public float airborneDeceleration = 20; // feels best if higher than acceleration + public float fallMinimumMagnitude = 9; // walking down steps shouldn't count as falling and play no falling sound. + public float fallDamageMinimumMagnitude = 13; + public float fallDamageMultiplier = 2; + [HideInInspector] public Vector3 lastFall; + bool sprintingBeforeAirborne; // don't allow sprint key to accelerate while jumping. decision has to be made before that. + + [Header("Climbing")] + public float climbSpeed = 3; + Collider ladderCollider; + + [Header("Physics")] + public float gravityMultiplier = 2; + + // we need to remember the last accelerated xz speed without gravity etc. + // (using moveDir.xz.magnitude doesn't work well with mounted movement) + float horizontalSpeed; + + // helper property to check grounded with some tolerance. technically we + // aren't grounded when walking down steps, but this way we factor in a + // minimum fall magnitude. useful for more tolerant jumping etc. + // (= while grounded or while velocity not smaller than min fall yet) + public bool isGroundedWithinTolerance => + controller.isGrounded || controller.velocity.y > -fallMinimumMagnitude; + + [Header("Sounds")] + public AudioClip[] footstepSounds; // an array of footstep sounds that will be randomly selected from. + public AudioClip jumpSound; // the sound played when character leaves the ground. + public AudioClip landSound; // the sound played when character touches back on ground. + + void Awake() + { + camera = Camera.main; + } + + // input directions //////////////////////////////////////////////////////// + Vector2 GetInputDirection() + { + // get input direction while alive and while not typing in chat + // (otherwise 0 so we keep falling even if we die while jumping etc.) + // => 'Raw' because otherwise running takes almost a second to stop! + float horizontal = Input.GetAxisRaw("Horizontal"); + float vertical = Input.GetAxisRaw("Vertical"); + return new Vector2(horizontal, vertical).normalized; + } + + Vector3 GetDesiredDirection(Vector2 inputDir) + { + // always move along the camera forward as it is the direction that is being aimed at + return transform.forward * inputDir.y + transform.right * inputDir.x; + } + + // movement state machine ////////////////////////////////////////////////// + bool EventJumpRequested() + { + // only while grounded, so jump key while jumping doesn't start a new + // jump immediately after landing + // => and not while sliding, otherwise we could climb slides by jumping + // => not even while SlidingState.Starting, so we aren't able to avoid + // sliding by bunny hopping. + // => grounded check uses min fall tolerance so we can actually still + // jump when walking down steps. + return isGroundedWithinTolerance && + controller.slidingState == SlidingState.NONE && + jumpKeyPressed; + } + + bool EventFalling() + { + // use minimum fall magnitude so walking down steps isn't detected as + // falling! otherwise walking down steps would show the fall animation + // and play the landing sound. + return !isGroundedWithinTolerance; + } + + bool EventLanded() + { + return controller.isGrounded; + } + + bool EventLadderEnter() + { + return ladderCollider != null; + } + + bool EventLadderExit() + { + // OnTriggerExit isn't good enough to detect ladder exits because we + // shouldn't exit as soon as our head sticks out of the ladder collider. + // only if we fully left it. so check this manually here: + return ladderCollider != null && + !ladderCollider.bounds.Intersects(controllerCollider.bounds); + } + + // helper function to apply gravity based on previous Y direction + float ApplyGravity(float moveDirY) + { + // apply full gravity while falling + if (!controller.isGrounded) + // gravity needs to be * Time.fixedDeltaTime even though we multiply + // the final controller.Move * Time.fixedDeltaTime too, because the + // unit is 9.81m/s² + return moveDirY + Physics.gravity.y * gravityMultiplier * Time.deltaTime; + // if grounded then apply no force. the new OpenCharacterController + // doesn't need a ground stick force. it would only make the character + // slide on all uneven surfaces. + return 0; + } + + // helper function to get move or walk speed depending on key press & endurance + float GetWalkOrRunSpeed() + { + bool walkRequested = Input.GetKey(walkKey); + return walkRequested ? walkSpeed : runSpeed; + } + + void ApplyFallDamage() + { + // measure only the Y direction. we don't want to take fall damage + // if we jump forward into a wall because xz is high. + float fallMagnitude = Mathf.Abs(lastFall.y); + if(fallMagnitude >= fallDamageMinimumMagnitude) + { + int damage = Mathf.RoundToInt(fallMagnitude * fallDamageMultiplier); + Debug.Log($"Fall with magnitude={fallMagnitude} damage={damage}"); + } + } + + // acceleration can be different when accelerating/decelerating + float AccelerateSpeed(Vector2 inputDir, float currentSpeed, float targetSpeed, float acceleration) + { + // desired speed is between 'speed' and '0' + float desiredSpeed = inputDir.magnitude * targetSpeed; + + // accelerate speed + return Mathf.MoveTowards(currentSpeed, desiredSpeed, acceleration * Time.deltaTime); + } + + void EnterLadder() + { + // make player look directly at ladder forward. + // note: even though we set the rotation perfectly here, there's + // still one frame where it seems to interpolate between the + // new and the old rotation, which causes 1 odd camera frame. + // this could be avoided by overwriting transform.forward once + // more in LateUpdate. + transform.forward = ladderCollider.transform.forward; + } + + MoveState UpdateIDLE(Vector2 inputDir, Vector3 desiredDir) + { + // decelerate from last move (e.g. from jump) + // (moveDir.xz can be set to 0 to have an interruption when landing) + horizontalSpeed = AccelerateSpeed(inputDir, horizontalSpeed, 0, walkDeceleration); + moveDir.x = desiredDir.x * horizontalSpeed; + moveDir.y = ApplyGravity(moveDir.y); + moveDir.z = desiredDir.z * horizontalSpeed; + + if (EventFalling()) + { + sprintingBeforeAirborne = false; + return MoveState.AIRBORNE; + } + else if (EventJumpRequested()) + { + // start the jump movement into Y dir, go to jumping + // note: no endurance>0 check because it feels odd if we can't jump + moveDir.y = jumpSpeed; + sprintingBeforeAirborne = false; + PlayJumpSound(); + return MoveState.AIRBORNE; + } + else if (EventLadderEnter()) + { + EnterLadder(); + return MoveState.CLIMBING; + } + else if (inputDir != Vector2.zero) + { + return MoveState.WALKING; + } + + return MoveState.IDLE; + } + + MoveState UpdateWALKINGandRUNNING(Vector2 inputDir, Vector3 desiredDir) + { + // walk or run? + float speed = GetWalkOrRunSpeed(); + + // move with acceleration (feels better) + horizontalSpeed = AccelerateSpeed(inputDir, horizontalSpeed, speed, inputDir != Vector2.zero ? walkAcceleration : walkDeceleration); + moveDir.x = desiredDir.x * horizontalSpeed; + moveDir.y = ApplyGravity(moveDir.y); + moveDir.z = desiredDir.z * horizontalSpeed; + + if (EventFalling()) + { + sprintingBeforeAirborne = speed == runSpeed; + return MoveState.AIRBORNE; + } + else if (EventJumpRequested()) + { + // start the jump movement into Y dir, go to jumping + // note: no endurance>0 check because it feels odd if we can't jump + moveDir.y = jumpSpeed; + sprintingBeforeAirborne = speed == runSpeed; + PlayJumpSound(); + return MoveState.AIRBORNE; + } + else if (EventLadderEnter()) + { + EnterLadder(); + return MoveState.CLIMBING; + } + // go to idle after fully decelerating (y doesn't matter) + else if (moveDir.x == 0 && moveDir.z == 0) + { + return MoveState.IDLE; + } + + ProgressStepCycle(inputDir, speed); + return speed == walkSpeed ? MoveState.WALKING : MoveState.RUNNING; + } + + MoveState UpdateAIRBORNE(Vector2 inputDir, Vector3 desiredDir) + { + // max speed depends on what we did before jumping/falling + float speed = sprintingBeforeAirborne ? runSpeed : walkSpeed; + + // move with acceleration (feels better) + horizontalSpeed = AccelerateSpeed(inputDir, horizontalSpeed, speed, inputDir != Vector2.zero ? airborneAcceleration : airborneDeceleration); + moveDir.x = desiredDir.x * horizontalSpeed; + moveDir.y = ApplyGravity(moveDir.y); + moveDir.z = desiredDir.z * horizontalSpeed; + + if (EventLanded()) + { + // apply fall damage only in AIRBORNE->Landed. + // (e.g. not if we run face forward into a wall with high velocity) + ApplyFallDamage(); + PlayLandingSound(); + // transition to the idle/walk/run depending on state. + // if we always transition to IDLE, it woul always play the IDLE + // animation once after jumping, even while running, which + // looks odd. + if (moveDir.x == 0 && moveDir.z == 0) + { + return MoveState.IDLE; + } + else + { + return MoveState.WALKING; + } + } + else if (EventLadderEnter()) + { + EnterLadder(); + return MoveState.CLIMBING; + } + + return MoveState.AIRBORNE; + } + + MoveState UpdateCLIMBING(Vector2 inputDir, Vector3 desiredDir) + { + // finished climbing? + if (EventLadderExit()) + { + // player rotation was adjusted to ladder rotation before. + // let's reset it, but also keep look forward + transform.rotation = Quaternion.Euler(0, transform.rotation.eulerAngles.y, 0); + ladderCollider = null; + return MoveState.IDLE; + } + + // interpret forward/backward movement as upward/downward + // note: NO ACCELERATION, otherwise we would climb really fast when + // sprinting towards a ladder. and the actual climb feels way too + // unresponsive when accelerating. + moveDir.x = inputDir.x * climbSpeed; + moveDir.y = inputDir.y * climbSpeed; + moveDir.z = 0; + + // make the direction relative to ladder rotation. so when pressing right + // we always climb to the right of the ladder, no matter how it's rotated + moveDir = ladderCollider.transform.rotation * moveDir; + Debug.DrawLine(transform.position, transform.position + moveDir, Color.yellow, 0.1f, false); + + return MoveState.CLIMBING; + } + + // usually it's best practice to apply physics in FixedUpdate. + // however, since controller.Move() does not interpolate, using only + // FixedUpdate would look noticably jitter in first person view. + // let's try Update + Time.deltaTime instead of Time.fixedDeltaTime. + void Update() + { + if (isLocalPlayer) + { + // get input and desired direction based on camera and ground + Vector2 inputDir = GetInputDirection(); + Vector3 desiredDir = GetDesiredDirection(inputDir); + Debug.DrawLine(transform.position, transform.position + desiredDir, Color.blue); + Debug.DrawLine(transform.position, transform.position + desiredDir, Color.cyan); + if (!jumpKeyPressed) jumpKeyPressed = Input.GetButtonDown("Jump"); + + // update state machine + if (state == MoveState.IDLE) state = UpdateIDLE(inputDir, desiredDir); + else if (state == MoveState.WALKING) state = UpdateWALKINGandRUNNING(inputDir, desiredDir); + else if (state == MoveState.RUNNING) state = UpdateWALKINGandRUNNING(inputDir, desiredDir); + else if (state == MoveState.AIRBORNE) state = UpdateAIRBORNE(inputDir, desiredDir); + else if (state == MoveState.CLIMBING) state = UpdateCLIMBING(inputDir, desiredDir); + else Debug.LogError("Unhandled Movement State: " + state); + + // cache this move's state to detect landing etc. next time + if (!controller.isGrounded) lastFall = controller.velocity; + + // move depending on latest moveDir changes + Debug.DrawLine(transform.position, transform.position + moveDir * Time.deltaTime, Color.magenta); + controller.Move(moveDir * Time.deltaTime); // note: returns CollisionFlags if needed + + // calculate which leg is behind, so as to leave that leg trailing in the jump animation + // (This code is reliant on the specific run cycle offset in our animations, + // and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5) + if (animator != null) + { + float runCycle = Mathf.Repeat(animator.GetCurrentAnimatorStateInfo(0).normalizedTime + runCycleLegOffset, 1); + jumpLeg = (runCycle < 0.5f ? 1 : -1);// * move.z; + } + + // reset keys no matter what + jumpKeyPressed = false; + } + + // update animations for everyone + SetAnimations(); + } + + void OnGUI() + { + // show data next to player for easier debugging. this is very useful! + if (Debug.isDebugBuild) + { + // project player position to screen + Vector3 center = controllerCollider.bounds.center; + Vector3 point = camera.WorldToScreenPoint(center); + + // in front of camera and in screen? + if (point.z >= 0 && Utils.IsPointInScreen(point)) + { + GUI.color = new Color(0, 0, 0, 0.5f); + GUILayout.BeginArea(new Rect(point.x, Screen.height - point.y, 150, 200)); + + // some info for all players, including local + GUILayout.Label("grounded=" + controller.isGrounded); + GUILayout.Label("groundedTol=" + isGroundedWithinTolerance); + GUILayout.Label("lastFall=" + lastFall); + GUILayout.Label("sliding=" + controller.slidingState); + + GUILayout.EndArea(); + GUI.color = Color.white; + } + } + } + + void PlayLandingSound() + { + feetAudio.clip = landSound; + feetAudio.Play(); + nextStep = stepCycle + .5f; + } + + void PlayJumpSound() + { + feetAudio.clip = jumpSound; + feetAudio.Play(); + } + + void ProgressStepCycle(Vector3 inputDir, float speed) + { + if (controller.velocity.sqrMagnitude > 0 && (inputDir.x != 0 || inputDir.y != 0)) + { + stepCycle += (controller.velocity.magnitude + (speed*(state == MoveState.WALKING ? 1 : runStepLength)))* + Time.deltaTime; + } + + if (stepCycle > nextStep) + { + nextStep = stepCycle + runStepInterval; + PlayFootStepAudio(); + } + } + + void PlayFootStepAudio() + { + if (!controller.isGrounded) return; + + // any configured sounds? + if (footstepSounds == null || footstepSounds.Length == 0) return; + + // pick & play a random footstep sound from the array, + // excluding sound at index 0 + int n = Random.Range(1, footstepSounds.Length); + feetAudio.clip = footstepSounds[n]; + feetAudio.PlayOneShot(feetAudio.clip); + + // move picked sound to index 0 so it's not picked next time + footstepSounds[n] = footstepSounds[0]; + footstepSounds[0] = feetAudio.clip; + } + + void SetAnimations() + { + animator.SetBool("IDLE", state == MoveState.IDLE); + animator.SetBool("WALKING", state == MoveState.WALKING); + animator.SetBool("RUNNING", state == MoveState.RUNNING); + animator.SetBool("AIRBORNE", state == MoveState.AIRBORNE); + } + } +} diff --git a/Assets/Mirror/Examples/Shooter/Scripts/PlayerMovement.cs.meta b/Assets/Mirror/Examples/Shooter/Scripts/PlayerMovement.cs.meta new file mode 100644 index 000000000..ffbdb1546 --- /dev/null +++ b/Assets/Mirror/Examples/Shooter/Scripts/PlayerMovement.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4ab763efbf7234d96aedc8f08d29df1f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/Shooter/Scripts/PlayerWeapon.cs b/Assets/Mirror/Examples/Shooter/Scripts/PlayerWeapon.cs new file mode 100644 index 000000000..4f67e0408 --- /dev/null +++ b/Assets/Mirror/Examples/Shooter/Scripts/PlayerWeapon.cs @@ -0,0 +1,80 @@ +using UnityEngine; + +namespace Mirror.Examples.Shooter +{ + public class PlayerWeapon : NetworkBehaviour + { + public Transform weaponMount; + public PlayerLook playerLook; + + [Header("Decal")] + public GameObject decalPrefab; + public float decalOffset = 0.01f; + + void RotateWeaponToLookDirection() + { + weaponMount.LookAt(playerLook.lookPositionFar); + } + + void ApplyBulletForce(Rigidbody rigid, Vector3 hitNormal, float impactForce) + { + rigid.AddForce(-hitNormal * impactForce, ForceMode.Impulse); + } + + // TODO sync LookPosition/DirectionRaycasted instead of passing it here + // TODO NOT CHEAT SAFE DONT TRUST CLIENT WITH impactForce etc. + [Command] + void CmdApplyBulletForce(PredictedRigidbody hitObject, Vector3 hitNormal, float impactForce) + { + // on server, the rigidbody is attached to the PredictedRigidbody (not separated) + Rigidbody rigid = hitObject.GetComponent(); + ApplyBulletForce(rigid, hitNormal, impactForce); + } + + void FireWeapon() + { + // raycast + if (playerLook.LookPositionRaycasted(out RaycastHit hit)) + { + Debug.Log($"fired at: {hit.collider.name}"); + + // any weapon equipped? + WeaponDetails weapon = weaponMount.GetComponentInChildren(); + if (weapon != null) + { + // muzzle flash + if (weapon.muzzleFlash != null) weapon.muzzleFlash.Fire(); + + // instantiate decal when shooting static objects. + // if it has a rigidbody (like a ball), don't add a decal. + Rigidbody rigid = hit.collider.GetComponent(); + if (rigid == null) + { + // parent to hit collider so that decals don't hang in air if we + // hit a moving object like a door. + // (.collider.transform instead of + // -> parent to .collider.transform instead of .transform because + // for our doors, .transform would be the door parent, while + // .collider is the part that actually moves. so this is safer. + GameObject go = Instantiate(decalPrefab, hit.point + hit.normal * decalOffset, Quaternion.LookRotation(-hit.normal)); + go.transform.parent = hit.collider.transform; + } + } + } + } + + void LateUpdate() + { + // TODO rotate weapon for other players too, but PlayerLook needs to sync lookDirection first + if (!isLocalPlayer) return; + + RotateWeaponToLookDirection(); + + + if (Input.GetMouseButtonDown(0)) + { + FireWeapon(); + } + } + } +} diff --git a/Assets/Mirror/Examples/Shooter/Scripts/PlayerWeapon.cs.meta b/Assets/Mirror/Examples/Shooter/Scripts/PlayerWeapon.cs.meta new file mode 100644 index 000000000..22b69623f --- /dev/null +++ b/Assets/Mirror/Examples/Shooter/Scripts/PlayerWeapon.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 861ddfc8db580444bbe9c373aaac35a3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/Shooter/Scripts/Utils.cs b/Assets/Mirror/Examples/Shooter/Scripts/Utils.cs new file mode 100755 index 000000000..ebabcc067 --- /dev/null +++ b/Assets/Mirror/Examples/Shooter/Scripts/Utils.cs @@ -0,0 +1,393 @@ +// This class contains some helper functions. +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.EventSystems; +using UnityEngine.AI; +using System; +using System.Collections.Generic; + +namespace Mirror.Examples.Shooter +{ + // serializable events + [Serializable] public class UnityEventGameObject : UnityEvent {} + + public class Utils + { + // is any of the keys UP? + public static bool AnyKeyUp(KeyCode[] keys) + { + // avoid Linq.Any because it is HEAVY(!) on GC and performance + foreach (KeyCode key in keys) + if (Input.GetKeyUp(key)) + return true; + return false; + } + + // is any of the keys DOWN? + public static bool AnyKeyDown(KeyCode[] keys) + { + // avoid Linq.Any because it is HEAVY(!) on GC and performance + foreach (KeyCode key in keys) + if (Input.GetKeyDown(key)) + return true; + return false; + } + + // is any of the keys PRESSED? + public static bool AnyKeyPressed(KeyCode[] keys) + { + // avoid Linq.Any because it is HEAVY(!) on GC and performance + foreach (KeyCode key in keys) + if (Input.GetKey(key)) + return true; + return false; + } + + // is a 2D point in screen? + public static bool IsPointInScreen(Vector2 point) + { + return 0 <= point.x && point.x <= Screen.width && + 0 <= point.y && point.y <= Screen.height; + } + + // Distance between two ClosestPoints + // this is needed in cases where entites are really big. in those cases, + // we can't just move to entity.transform.position, because it will be + // unreachable. instead we have to go the closest point on the boundary. + // + // Vector3.Distance(a.transform.position, b.transform.position): + // _____ _____ + // | | | | + // | x==|======|==x | + // |_____| |_____| + // + // + // Utils.ClosestDistance(a.collider, b.collider): + // _____ _____ + // | | | | + // | |x====x| | + // |_____| |_____| + // + public static float ClosestDistance(Collider a, Collider b) + { + // return 0 if both intersect or if one is inside another. + // ClosestPoint distance wouldn't be > 0 in those cases otherwise. + if (a.bounds.Intersects(b.bounds)) + return 0; + + // Unity offers ClosestPointOnBounds and ClosestPoint. + // ClosestPoint is more accurate. OnBounds often doesn't get <1 because + // it uses a point at the top of the player collider, not in the center. + // (use Debug.DrawLine here to see the difference) + return Vector3.Distance(a.ClosestPoint(b.transform.position), + b.ClosestPoint(a.transform.position)); + } + + // CastWithout functions all need a backups dictionary. this is in hot path + // and creating a Dictionary for every single call would be insanity. + static Dictionary castBackups = new Dictionary(); + + // raycast while ignoring self (by setting layer to "Ignore Raycasts" first) + // => setting layer to IgnoreRaycasts before casting is the easiest way to do it + // => raycast + !=this check would still cause hit.point to be on player + // => raycastall is not sorted and child objects might have different layers etc. + public static bool RaycastWithout(Vector3 origin, Vector3 direction, out RaycastHit hit, float maxDistance, GameObject ignore, int layerMask=Physics.DefaultRaycastLayers) + { + // remember layers + castBackups.Clear(); + + // set all to ignore raycast + foreach (Transform tf in ignore.GetComponentsInChildren(true)) + { + castBackups[tf] = tf.gameObject.layer; + tf.gameObject.layer = LayerMask.NameToLayer("Ignore Raycast"); + } + + // raycast + bool result = Physics.Raycast(origin, direction, out hit, maxDistance, layerMask); + + // restore layers + foreach (KeyValuePair kvp in castBackups) + kvp.Key.gameObject.layer = kvp.Value; + + return result; + } + + public static bool LinecastWithout(Vector3 start, Vector3 end, out RaycastHit hit, GameObject ignore, int layerMask=Physics.DefaultRaycastLayers) + { + // remember layers + castBackups.Clear(); + + // set all to ignore raycast + foreach (Transform tf in ignore.GetComponentsInChildren(true)) + { + castBackups[tf] = tf.gameObject.layer; + tf.gameObject.layer = LayerMask.NameToLayer("Ignore Raycast"); + } + + // raycast + bool result = Physics.Linecast(start, end, out hit, layerMask); + + // restore layers + foreach (KeyValuePair kvp in castBackups) + kvp.Key.gameObject.layer = kvp.Value; + + return result; + } + + public static bool SphereCastWithout(Vector3 origin, float sphereRadius, Vector3 direction, out RaycastHit hit, float maxDistance, GameObject ignore, int layerMask=Physics.DefaultRaycastLayers) + { + // remember layers + castBackups.Clear(); + + // set all to ignore raycast + foreach (Transform tf in ignore.GetComponentsInChildren(true)) + { + castBackups[tf] = tf.gameObject.layer; + tf.gameObject.layer = LayerMask.NameToLayer("Ignore Raycast"); + } + + // raycast + bool result = Physics.SphereCast(origin, sphereRadius, direction, out hit, maxDistance, layerMask); + + // restore layers + foreach (KeyValuePair kvp in castBackups) + kvp.Key.gameObject.layer = kvp.Value; + + return result; + } + + // pretty print seconds as hours:minutes:seconds(.milliseconds/100)s + public static string PrettySeconds(float seconds) + { + TimeSpan t = TimeSpan.FromSeconds(seconds); + string res = ""; + if (t.Days > 0) res += t.Days + "d"; + if (t.Hours > 0) res += " " + t.Hours + "h"; + if (t.Minutes > 0) res += " " + t.Minutes + "m"; + // 0.5s, 1.5s etc. if any milliseconds. 1s, 2s etc. if any seconds + if (t.Milliseconds > 0) res += " " + t.Seconds + "." + (t.Milliseconds / 100) + "s"; + else if (t.Seconds > 0) res += " " + t.Seconds + "s"; + // if the string is still empty because the value was '0', then at least + // return the seconds instead of returning an empty string + return res != "" ? res : "0s"; + } + + // hard mouse scrolling that is consistent between all platforms + // Input.GetAxis("Mouse ScrollWheel") and + // Input.GetAxisRaw("Mouse ScrollWheel") + // both return values like 0.01 on standalone and 0.5 on WebGL, which + // causes too fast zooming on WebGL etc. + // normally GetAxisRaw should return -1,0,1, but it doesn't for scrolling + public static float GetAxisRawScrollUniversal() + { + float scroll = Input.GetAxisRaw("Mouse ScrollWheel"); + if (scroll < 0) return -1; + if (scroll > 0) return 1; + return 0; + } + + // two finger pinch detection + // source: https://docs.unity3d.com/Manual/PlatformDependentCompilation.html + public static float GetPinch() + { + if (Input.touchCount == 2) + { + // Store both touches. + Touch touchZero = Input.GetTouch(0); + Touch touchOne = Input.GetTouch(1); + + // Find the position in the previous frame of each touch. + Vector2 touchZeroPrevPos = touchZero.position - touchZero.deltaPosition; + Vector2 touchOnePrevPos = touchOne.position - touchOne.deltaPosition; + + // Find the magnitude of the vector (the distance) between the touches in each frame. + float prevTouchDeltaMag = (touchZeroPrevPos - touchOnePrevPos).magnitude; + float touchDeltaMag = (touchZero.position - touchOne.position).magnitude; + + // Find the difference in the distances between each frame. + return touchDeltaMag - prevTouchDeltaMag; + } + return 0; + } + + // universal zoom: mouse scroll if mouse, two finger pinching otherwise + public static float GetZoomUniversal() + { + if (Input.mousePresent) + return GetAxisRawScrollUniversal(); + else if (Input.touchSupported) + return GetPinch(); + return 0; + } + + // check if the cursor is over a UI or OnGUI element right now + // note: for UI, this only works if the UI's CanvasGroup blocks Raycasts + // note: for OnGUI: hotControl is only set while clicking, not while zooming + public static bool IsCursorOverUserInterface() + { + // IsPointerOverGameObject check for left mouse (default) + if (EventSystem.current != null && EventSystem.current.IsPointerOverGameObject()) + return true; + + // IsPointerOverGameObject check for touches + for (int i = 0; i < Input.touchCount; ++i) + if (EventSystem.current.IsPointerOverGameObject(Input.GetTouch(i).fingerId)) + return true; + + // OnGUI check + return GUIUtility.hotControl != 0; + } + + // random point on NavMesh for item drops, etc. + public static Vector3 RandomUnitCircleOnNavMesh(Vector3 position, float radiusMultiplier) + { + // random circle point + Vector2 r = UnityEngine.Random.insideUnitCircle * radiusMultiplier; + + // convert to 3d + Vector3 randomPosition = new Vector3(position.x + r.x, position.y, position.z + r.y); + + // raycast to find valid point on NavMesh. otherwise return original one + if (NavMesh.SamplePosition(randomPosition, out NavMeshHit hit, radiusMultiplier * 2, NavMesh.AllAreas)) + return hit.position; + return position; + } + + // random point on NavMesh that has no obstacles (walls) between point and center + // -> useful because items shouldn't be dropped behind walls, etc. + public static Vector3 ReachableRandomUnitCircleOnNavMesh(Vector3 position, float radiusMultiplier, int solverAttempts) + { + for (int i = 0; i < solverAttempts; ++i) + { + // get random point on navmesh around position + Vector3 candidate = RandomUnitCircleOnNavMesh(position, radiusMultiplier); + + // check if anything obstructs the way (walls etc.) + if (!NavMesh.Raycast(position, candidate, out NavMeshHit hit, NavMesh.AllAreas)) + return candidate; + } + + // otherwise return original position if we can't find any good point. + // in that case it's best to just drop it where the entity stands. + return position; + } + + // can Collider A 'reach' Collider B? + // e.g. can monster reach player to attack? + // can player reach item to pick up? + // => NOTE: we only try to reach the center vertical line of the collider. + // this is not a perfect 'is collider reachable' function that checks + // any point on the collider. it is perfect for monsters and players + // though, because they are rather vertical + public static bool IsReachableVertically(Collider origin, Collider other, float maxDistance) + { + // we need to find the closest collider points first, because using + // maxDistance for checks between collider.center points is meaningless + // for monsters with huge colliders. + // (we use ClosestPointOnBounds for all other attack range checks too) + Vector3 originClosest = origin.ClosestPoint(other.transform.position); + Vector3 otherClosest = other.ClosestPoint(origin.transform.position); + + // linecast from origin to other to decide if reachable + // -> we cast from origin center/top to all center/top/bottom of other + // aka 'can origin attack any part of other with head or hands?' + Vector3 otherCenter = new Vector3(otherClosest.x, other.bounds.center.y, otherClosest.z); // closest centered at y + Vector3 otherTop = otherCenter + Vector3.up * other.bounds.extents.y; + Vector3 otherBottom = otherCenter + Vector3.down * other.bounds.extents.y; + + Vector3 originCenter = new Vector3(originClosest.x, origin.bounds.center.y, originClosest.z); // origin centered at y + Vector3 originTop = originCenter + Vector3.up * origin.bounds.extents.y; + + // maxDistance is from origin center to any other point. + // -> it's not meant from origin head to other feet, in which case we + // could reach objects that are too far above us, e.g. a monster + // could reach a player standing on the battle bus. + // -> in other words, the origin head checks should be reduced by size/2 + // since they start further away from the hips + float originHalf = origin.bounds.size.y / 2; + + // reachable if there is nothing between us and the other collider + // -> check distance too, e.g. monsters attacking upwards + // + // NOTE: checking 'if nothing is between' is the way to go, because + // monster and player main colliders have IgnoreRaycast layers, so + // checking 'if linecast reaches other collider' wouldn't work. + // (this is also faster, since we only Linecast if dist <= ...) + // + // NOTE: this can be done shorter with just Linecast || Linecast || ... + // but color coded DrawLines are significantly(!) easier to debug! + // + // IMPORTANT: we do NOT have to ignore any colliders manually because + // the monster/player main colliders are on IgnoreRaycast + // layers, and all the body part colliders are triggers! + if (Vector3.Distance(originCenter, otherCenter) <= maxDistance && + !Physics.Linecast(originCenter, otherCenter, Physics.DefaultRaycastLayers, QueryTriggerInteraction.Ignore)) + { + Debug.DrawLine(originCenter, otherCenter, Color.white); + return true; + } + else Debug.DrawLine(originCenter, otherCenter, Color.gray); + + if (Vector3.Distance(originCenter, otherTop) <= maxDistance && + !Physics.Linecast(originCenter, otherTop, Physics.DefaultRaycastLayers, QueryTriggerInteraction.Ignore)) + { + Debug.DrawLine(originCenter, otherTop, Color.white); + return true; + } + else Debug.DrawLine(originCenter, otherTop, Color.gray); + + if (Vector3.Distance(originCenter, otherBottom) <= maxDistance && + !Physics.Linecast(originCenter, otherBottom, Physics.DefaultRaycastLayers, QueryTriggerInteraction.Ignore)) + { + Debug.DrawLine(originCenter, otherBottom, Color.white); + return true; + } + else Debug.DrawLine(originCenter, otherBottom, Color.gray); + + if (Vector3.Distance(originTop, otherCenter) <= maxDistance - originHalf && + !Physics.Linecast(originTop, otherCenter, Physics.DefaultRaycastLayers, QueryTriggerInteraction.Ignore)) + { + Debug.DrawLine(originTop, otherCenter, Color.white); + return true; + } + else Debug.DrawLine(originTop, otherCenter, Color.gray); + + if (Vector3.Distance(originTop, otherTop) <= maxDistance - originHalf && + !Physics.Linecast(originTop, otherTop, Physics.DefaultRaycastLayers, QueryTriggerInteraction.Ignore)) + { + Debug.DrawLine(originTop, otherTop, Color.white); + return true; + } + else Debug.DrawLine(originTop, otherTop, Color.gray); + + if (Vector3.Distance(originTop, otherBottom) <= maxDistance - originHalf && + !Physics.Linecast(originTop, otherBottom, Physics.DefaultRaycastLayers, QueryTriggerInteraction.Ignore)) + { + Debug.DrawLine(originTop, otherBottom, Color.white); + return true; + } + else Debug.DrawLine(originTop, otherBottom, Color.gray); + + // no point was reachable + return false; + } + + // clamp a rotation around x axis + // (e.g. camera up/down rotation so we can't look below character's pants etc.) + // original source: Unity's standard assets MouseLook.cs + public static Quaternion ClampRotationAroundXAxis(Quaternion q, float min, float max) + { + q.x /= q.w; + q.y /= q.w; + q.z /= q.w; + q.w = 1.0f; + + float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x); + angleX = Mathf.Clamp (angleX, min, max); + q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX); + + return q; + } + } +} diff --git a/Assets/Mirror/Examples/Shooter/Scripts/Utils.cs.meta b/Assets/Mirror/Examples/Shooter/Scripts/Utils.cs.meta new file mode 100644 index 000000000..65f900ed6 --- /dev/null +++ b/Assets/Mirror/Examples/Shooter/Scripts/Utils.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4816473ade13e4dc8b4b4a9717676357 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git 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3/License.txt b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Animated Characters 3/License.txt new file mode 100644 index 000000000..284e25374 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Animated Characters 3/License.txt @@ -0,0 +1,27 @@ + + + Animated Characters 3 (1.1) + + Created/distributed by Kenney (www.kenney.nl) + + ------------------------------ + + License: (Creative Commons Zero, CC0) + http://creativecommons.org/publicdomain/zero/1.0/ + + You can use this content for personal, educational, and commercial purposes. + + Support by crediting 'Kenney' or 'www.kenney.nl' (this is not a requirement) + + ------------------------------ + + • Website : www.kenney.nl + • Donate : www.kenney.nl/donate + + • Patreon : patreon.com/kenney + + Follow on social media for updates: + + • Twitter: twitter.com/KenneyNL + • Instagram: instagram.com/kenney_nl + • Mastodon: mastodon.gamedev.place/@kenney \ No newline at end of file diff --git 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"UVSet", "KString", "", "", "map1" + P: "UseMaterial", "bool", "", "",1 + } + Media: "Video::signs" + FileName: "Textures/signs.png" + ModelUVTranslation: 0,0 + ModelUVScaling: 1,1 + Texture_Alpha_Source: "None" + Cropping: 0,0,0,0 + } + +} +; Object connections +;------------------------------------------------------------------ + +Connections: { + + ;Model::Mesh detailCables_typeA, Model::RootNode + C: "OO",5316909865180754057,0 + + ;Geometry::, Model::Mesh detailCables_typeA + C: "OO",5449650182470166172,5316909865180754057 + + ;Material::signs, Model::Mesh detailCables_typeA + C: "OO",107226,5316909865180754057 + + ;Texture::, Material::signs" + C: "OP",5135042764473201872,107226, "DiffuseColor" + + +} diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Retro Urban Kit/Models/FBX format/detailCables_typeA.fbx.meta b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Retro Urban Kit/Models/FBX format/detailCables_typeA.fbx.meta new file mode 100644 index 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clipAnimations: [] + isReadable: 0 + meshes: + lODScreenPercentages: [] + globalScale: 1 + meshCompression: 0 + addColliders: 0 + useSRGBMaterialColor: 1 + sortHierarchyByName: 1 + importVisibility: 1 + importBlendShapes: 1 + importCameras: 1 + importLights: 1 + nodeNameCollisionStrategy: 1 + fileIdsGeneration: 2 + swapUVChannels: 0 + generateSecondaryUV: 0 + useFileUnits: 1 + keepQuads: 0 + weldVertices: 1 + bakeAxisConversion: 0 + preserveHierarchy: 0 + skinWeightsMode: 0 + maxBonesPerVertex: 4 + minBoneWeight: 0.001 + optimizeBones: 1 + meshOptimizationFlags: -1 + indexFormat: 0 + secondaryUVAngleDistortion: 8 + secondaryUVAreaDistortion: 15.000001 + secondaryUVHardAngle: 88 + secondaryUVMarginMethod: 1 + secondaryUVMinLightmapResolution: 40 + secondaryUVMinObjectScale: 1 + secondaryUVPackMargin: 4 + useFileScale: 1 + tangentSpace: + normalSmoothAngle: 60 + normalImportMode: 0 + tangentImportMode: 3 + normalCalculationMode: 4 + 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"detailCables_typeB.fbx" + P: "Original", "Compound", "", "" + P: "Original|ApplicationVendor", "KString", "", "", "" + P: "Original|ApplicationName", "KString", "", "", "" + P: "Original|ApplicationVersion", "KString", "", "", "" + P: "Original|DateTime_GMT", "DateTime", "", "", "" + P: "Original|FileName", "KString", "", "", "" + P: "LastSaved", "Compound", "", "" + P: "LastSaved|ApplicationVendor", "KString", "", "", "" + P: "LastSaved|ApplicationName", "KString", "", "", "" + P: "LastSaved|ApplicationVersion", "KString", "", "", "" + P: "LastSaved|DateTime_GMT", "DateTime", "", "", "" + } + } +} +GlobalSettings: { + Version: 1000 + Properties70: { + P: "UpAxis", "int", "Integer", "",1 + P: "UpAxisSign", "int", "Integer", "",1 + P: "FrontAxis", "int", "Integer", "",2 + P: "FrontAxisSign", "int", "Integer", "",1 + P: "CoordAxis", "int", "Integer", "",0 + P: "CoordAxisSign", "int", "Integer", "",1 + P: "OriginalUpAxis", "int", "Integer", "",-1 + P: "OriginalUpAxisSign", "int", 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P: "TranslationMin", "Vector3D", "Vector", "",0,0,0 + P: "TranslationMax", "Vector3D", "Vector", "",0,0,0 + P: "TranslationMinX", "bool", "", "",0 + P: "TranslationMinY", "bool", "", "",0 + P: "TranslationMinZ", "bool", "", "",0 + P: "TranslationMaxX", "bool", "", "",0 + P: "TranslationMaxY", "bool", "", "",0 + P: "TranslationMaxZ", "bool", "", "",0 + P: "RotationOrder", "enum", "", "",0 + P: "RotationSpaceForLimitOnly", "bool", "", "",0 + P: "RotationStiffnessX", "double", "Number", "",0 + P: "RotationStiffnessY", "double", "Number", "",0 + P: "RotationStiffnessZ", "double", "Number", "",0 + P: "AxisLen", "double", "Number", "",10 + P: "PreRotation", "Vector3D", "Vector", "",0,0,0 + P: "PostRotation", "Vector3D", "Vector", "",0,0,0 + P: "RotationActive", "bool", "", "",0 + P: "RotationMin", "Vector3D", "Vector", "",0,0,0 + P: "RotationMax", "Vector3D", "Vector", "",0,0,0 + P: "RotationMinX", "bool", "", "",0 + P: "RotationMinY", "bool", "", "",0 + P: "RotationMinZ", "bool", "", "",0 + 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Count: 1 + PropertyTemplate: "FbxMesh" { + Properties70: { + P: "Color", "ColorRGB", "Color", "",0.8,0.8,0.8 + P: "BBoxMin", "Vector3D", "Vector", "",0,0,0 + P: "BBoxMax", "Vector3D", "Vector", "",0,0,0 + P: "Primary Visibility", "bool", "", "",1 + P: "Casts Shadows", "bool", "", "",1 + P: "Receive Shadows", "bool", "", "",1 + } + } + } + ObjectType: "Material" { + Count: 1 + PropertyTemplate: "FbxSurfacePhong" { + Properties70: { + P: "ShadingModel", "KString", "", "", "Phong" + P: "MultiLayer", "bool", "", "",0 + P: "EmissiveColor", "Color", "", "A",0,0,0 + P: "EmissiveFactor", "Number", "", "A",1 + P: "AmbientColor", "Color", "", "A",0.2,0.2,0.2 + P: "AmbientFactor", "Number", "", "A",1 + P: "DiffuseColor", "Color", "", "A",0.8,0.8,0.8 + P: "DiffuseFactor", "Number", "", "A",1 + P: "Bump", "Vector3D", "Vector", "",0,0,0 + P: "NormalMap", "Vector3D", "Vector", "",0,0,0 + P: "BumpFactor", "double", "Number", "",1 + P: "TransparentColor", "Color", "", "A",0,0,0 + P: 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"A",1,1,1 + P: "TextureRotationPivot", "Vector3D", "Vector", "",0,0,0 + P: "TextureScalingPivot", "Vector3D", "Vector", "",0,0,0 + P: "CurrentTextureBlendMode", "enum", "", "",1 + P: "UVSet", "KString", "", "", "default" + P: "UseMaterial", "bool", "", "",0 + P: "UseMipMap", "bool", "", "",0 + } + } + } +} + +; Object properties +;------------------------------------------------------------------ + +Objects: { + Model: 5377207350644517142, "Model::detailCables_typeB", "Mesh" { + Version: 232 + Properties70: { + P: "RotationOrder", "enum", "", "",4 + P: "RotationActive", "bool", "", "",1 + P: "InheritType", "enum", "", "",1 + P: "ScalingMax", "Vector3D", "Vector", "",0,0,0 + P: "DefaultAttributeIndex", "int", "Integer", "",0 + P: "Lcl Translation", "Lcl Translation", "", "A+",-75,0,25 + P: "Lcl Rotation", "Lcl Rotation", "", "A+",0,0,0 + P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1 + P: "currentUVSet", "KString", "", "U", "map1" + } + Shading: T + Culling: "CullingOff" + } + Geometry: 5168550795852669800, "Geometry::", "Mesh" { + Vertices: *24 { + a: -5,0,0,5,0,0,-5,1.428571,0,5,1.428571,0,-5,1.428571,0,5,0,0,-5,0,0,5,1.428571,0 + } + PolygonVertexIndex: *12 { + a: 0,2,-2,3,1,-3,4,6,-6,5,7,-5 + } + GeometryVersion: 124 + LayerElementNormal: 0 { + Version: 101 + Name: "" + MappingInformationType: "ByPolygonVertex" + ReferenceInformationType: "Direct" + Normals: *36 { + a: 0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,-1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,1 + } + } + LayerElementUV: 0 { + Version: 101 + Name: "map1" + MappingInformationType: "ByPolygonVertex" + ReferenceInformationType: "IndexToDirect" + UV: *16 { + a: 7.992363,-0.4869747,6.992361,-0.4869747,7.992363,-0.3441176,6.992361,-0.3441176,7.992363,-0.3441176,6.992361,-0.4869747,7.992363,-0.4869747,6.992361,-0.3441176 + } + UVIndex: *12 { + a: 0,2,1,3,1,2,4,6,5,5,7,4 + } + } + LayerElementMaterial: 0 { + Version: 101 + Name: "" + MappingInformationType: "ByPolygon" + ReferenceInformationType: "IndexToDirect" + Materials: *4 { + a: 0,0,0,0, + } + } + Layer: 0 { + Version: 100 + LayerElement: { + Type: "LayerElementNormal" + TypedIndex: 0 + } + LayerElement: { + Type: "LayerElementMaterial" + TypedIndex: 0 + } + LayerElement: { + Type: "LayerElementTexture" + TypedIndex: 0 + } + LayerElement: { + Type: "LayerElementUV" + TypedIndex: 0 + } + } + } + + Material: 107226, "Material::signs", "" { + Version: 102 + ShadingModel: "phong" + MultiLayer: 0 + Properties70: { + P: "Diffuse", "Vector3D", "Vector", "",1,1,1 + P: "DiffuseColor", "Color", "", "A",1,1,1 + P: "TransparentColor", "Color", "", "A",1,1,1 + P: "Opacity", "double", "Number", "",1 + P: "Emissive", "Vector3D", "Vector", "",0,0,0 + P: "EmissiveFactor", "Number", "", "A",0 + } + } + Texture: 5097233998262037189, "Texture::signs", "" { + Type: "TextureVideoClip" + Version: 202 + TextureName: "Texture::signs" + Properties70: { + P: "CurrentTextureBlendMode", "enum", "", "",0 + P: "UVSet", "KString", "", "", "map1" + P: "UseMaterial", 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blendShapeNormalImportMode: 1 + normalSmoothingSource: 0 + referencedClips: [] + importAnimation: 1 + humanDescription: + serializedVersion: 3 + human: [] + skeleton: [] + armTwist: 0.5 + foreArmTwist: 0.5 + upperLegTwist: 0.5 + legTwist: 0.5 + armStretch: 0.05 + legStretch: 0.05 + feetSpacing: 0 + globalScale: 1 + rootMotionBoneName: + hasTranslationDoF: 0 + hasExtraRoot: 0 + skeletonHasParents: 1 + lastHumanDescriptionAvatarSource: {instanceID: 0} + autoGenerateAvatarMappingIfUnspecified: 1 + animationType: 2 + humanoidOversampling: 1 + avatarSetup: 0 + addHumanoidExtraRootOnlyWhenUsingAvatar: 1 + remapMaterialsIfMaterialImportModeIsNone: 0 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Retro Urban Kit/Models/FBX format/detailDumpster_closed.fbx b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Retro Urban Kit/Models/FBX format/detailDumpster_closed.fbx new file mode 100755 index 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detailDumpster_open + C: "OO",105974,4773598824363468200 + + ;Material::wall, Model::Mesh detailDumpster_open + C: "OO",105810,4773598824363468200 + + ;Material::dirt, Model::Mesh detailDumpster_open + C: "OO",106062,4773598824363468200 + + ;Material::roof, Model::Mesh detailDumpster_open + C: "OO",106672,4773598824363468200 + + ;Texture::, Material::wall_metal" + C: "OP",5306757345745061210,105974, "DiffuseColor" + + + ;Texture::, Material::wall" + C: "OP",4653960030856162481,105810, "DiffuseColor" + + + ;Texture::, Material::dirt" + C: "OP",4664811880456644031,106062, "DiffuseColor" + + + ;Texture::, Material::roof" + C: "OP",5289833632998467228,106672, "DiffuseColor" + + +} diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Retro Urban Kit/Models/FBX format/detailDumpster_open.fbx.meta b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Retro Urban Kit/Models/FBX format/detailDumpster_open.fbx.meta new file mode 100644 index 000000000..337cf6b78 --- /dev/null +++ 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a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/Kenney.url b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/Kenney.url new file mode 100644 index 000000000..fbdde4359 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/Kenney.url @@ -0,0 +1,2 @@ +[InternetShortcut] +URL=http://www.kenney.nl/ \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/Kenney.url.meta b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/Kenney.url.meta new file mode 100644 index 000000000..73069f592 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/Kenney.url.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 7a5c835299d1e4ba7b24e3993f3c5100 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/License.txt b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/License.txt new file mode 100644 index 000000000..4890fe524 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/License.txt @@ -0,0 +1,23 @@ + + + Impact Sounds (1.0) + + Created/distributed by Kenney (www.kenney.nl) + Creation date: 19-12-2019 + + ------------------------------ + + License: (Creative Commons Zero, CC0) + http://creativecommons.org/publicdomain/zero/1.0/ + + This content is free to use in personal, educational and commercial projects. + Support us by crediting Kenney or www.kenney.nl (this is not mandatory) + + ------------------------------ + + Donate: http://support.kenney.nl + Request: http://request.kenney.nl + Patreon: http://patreon.com/kenney/ + + Follow on Twitter for updates: + http://twitter.com/KenneyNL \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/License.txt.meta b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/License.txt.meta new file mode 100644 index 000000000..0d30625b9 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/License.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 3215d79dcda9a47a19de1a35afec6648 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/Patreon.url b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/Patreon.url new file mode 100644 index 000000000..439ef262a --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/Patreon.url @@ -0,0 +1,2 @@ +[InternetShortcut] +URL=https://www.patreon.com/kenney/ \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/Patreon.url.meta b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/Patreon.url.meta new file mode 100644 index 000000000..2e53fe404 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Sounds/Patreon.url.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 014acf2a5372e4fe290b94895ad778a2 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack.meta b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack.meta new file mode 100644 index 000000000..350c7832f --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5482e0f1b17404e6886faae5501a65fb +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/License.txt b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/License.txt new file mode 100644 index 000000000..c5867c362 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/License.txt @@ -0,0 +1,22 @@ + + + Weapon Models + + by Kenney Vleugels (Kenney.nl) + and Casper Jorissen (Kenney.nl) + + ------------------------------ + + License (Creative Commons Zero, CC0) + http://creativecommons.org/publicdomain/zero/1.0/ + + You may use these assets in personal and commercial projects. + Credit (Kenney or www.kenney.nl) would be nice but is not mandatory. + + ------------------------------ + + Donate: http://support.kenney.nl + Request: http://request.kenney.nl + + Follow on Twitter for updates: + @KenneyWings \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/License.txt.meta b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/License.txt.meta new file mode 100644 index 000000000..0032e603e --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/License.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 81a8c5516a841457f882e090433e5bd0 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/Models.meta b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/Models.meta new file mode 100644 index 000000000..79a0294e2 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/Models.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c833152d960c6484b90b095814304f34 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/Models/ammo_machinegun.mtl b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/Models/ammo_machinegun.mtl new file mode 100644 index 000000000..5c93cac1f --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/Models/ammo_machinegun.mtl @@ -0,0 +1,19 @@ +# +## Alias OBJ Material File +# Exported from SketchUp, (c) 2000-2012 Trimble Navigation Limited + +newmtl Gold +Ka 0.000000 0.000000 0.000000 +Kd 0.803922 0.698039 0.094118 +Ks 0.330000 0.330000 0.330000 + +newmtl Gray8 +Ka 0.000000 0.000000 0.000000 +Kd 0.266667 0.266667 0.266667 +Ks 0.330000 0.330000 0.330000 + +newmtl Redwood +Ka 0.000000 0.000000 0.000000 +Kd 0.654902 0.396078 0.321569 +Ks 0.330000 0.330000 0.330000 + diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/Models/ammo_machinegun.mtl.meta b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/Models/ammo_machinegun.mtl.meta new file mode 100644 index 000000000..6ab16f9c9 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/Models/ammo_machinegun.mtl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: c8bd383291d2c40b3a941929219a1371 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon Pack/Models/ammo_machinegun.obj b/Assets/Mirror/Examples/_Common/Assets/(CC0) Kenney Weapon 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------------------------------------------------------------------------------------------------------------- +// Original License from: https://github.com/Unity-Technologies/Standard-Assets-Characters: +// Licensed under the Unity Companion License for Unity-dependent projects--see Unity Companion License. +// Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. +// +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Serialization; + +namespace Controller2k +{ + // sliding starts after a delay, and stops after a delay. we need an enum. + public enum SlidingState : byte { NONE, STARTING, SLIDING, STOPPING }; + + // + // Open character controller. Handles the movement of a character, by using a capsule for movement and collision detection. + // Note: The capsule is always upright. It ignores rotation. + // + [RequireComponent(typeof(CapsuleCollider))] + [RequireComponent(typeof(Rigidbody))] + public class CharacterController2k : MonoBehaviour + { + // Fired on collision with colliders in the world + public event Action collision; + + [Header("Player Root")] + [FormerlySerializedAs("m_PlayerRootTransform")] + [Tooltip("The root bone in the avatar.")] + public Transform playerRootTransform; + + [FormerlySerializedAs("m_RootTransformOffset")] + [Tooltip("The root transform will be positioned at this offset.")] + public Vector3 rootTransformOffset = Vector3.zero; + + [Header("Collision")] + [FormerlySerializedAs("m_SlopeLimit")] + [Tooltip("Limits the collider to only climb slopes that are less steep (in degrees) than the indicated value.")] + public float slopeLimit = 45.0f; + + [FormerlySerializedAs("m_StepOffset")] + [Tooltip("The character will step up a stair only if it is closer to the ground than the indicated value. " + + "This should not be greater than the Character Controller’s height or it will generate an error. " + + "Generally this should be kept as small as possible.")] + public float stepOffset = 0.3f; + + [FormerlySerializedAs("m_SkinWidth")] + [Tooltip("Two colliders can penetrate each other as deep as their Skin Width. Larger Skin Widths reduce jitter. " + + "Low Skin Width can cause the character to get stuck. A good setting is to make this value 10% of the Radius.")] + public float skinWidth = 0.08f; + + [FormerlySerializedAs("m_GroundedTestDistance")] + [Tooltip("Distance to test beneath the character when doing the grounded test. Increase if controller.isGrounded doesn't give the correct results or switches between true/false a lot.")] + public float groundedTestDistance = 0.002f; // 0.001f isn't enough for big BoxColliders like uSurvival's Floor, even though it would work for MeshColliders. + + [FormerlySerializedAs("m_Center")] + [Tooltip("This will offset the Capsule Collider in world space, and won’t affect how the Character pivots. " + + "Ideally, x and z should be zero to avoid rotating into another collider.")] + public Vector3 center; + + [FormerlySerializedAs("m_Radius")] + [Tooltip("Length of the Capsule Collider’s radius. This is essentially the width of the collider.")] + public float radius = 0.5f; + + [FormerlySerializedAs("m_Height")] + [Tooltip("The Character’s Capsule Collider height. It should be at least double the radius.")] + public float height = 2.0f; + + [FormerlySerializedAs("m_CollisionLayerMask")] + [Tooltip("Layers to test against for collisions.")] + public LayerMask collisionLayerMask = ~0; // ~0 sets it to Everything + + [FormerlySerializedAs("m_IsLocalHuman")] + [Tooltip("Is the character controlled by a local human? If true then more calculations are done for more accurate movement.")] + public bool isLocalHuman = true; + + [FormerlySerializedAs("m_SlideAlongCeiling")] + [Tooltip("Can character slide vertically when touching the ceiling? (For example, if ceiling is sloped.)")] + public bool slideAlongCeiling = true; + + [FormerlySerializedAs("m_SlowAgainstWalls")] + [Tooltip("Should the character slow down against walls?")] + public bool slowAgainstWalls = false; + + [FormerlySerializedAs("m_MinSlowAgainstWallsAngle")] + [Range(0.0f, 90.0f), Tooltip("The minimal angle from which the character will start slowing down on walls.")] + public float minSlowAgainstWallsAngle = 10.0f; + + [FormerlySerializedAs("m_TriggerQuery")] + [Tooltip("The desired interaction that cast calls should make against triggers")] + public QueryTriggerInteraction triggerQuery = QueryTriggerInteraction.Ignore; + + [Header("Sliding")] + [FormerlySerializedAs("m_SlideDownSlopes")] + [Tooltip("Should the character slide down slopes when their angle is more than the slope limit?")] + public bool slideDownSlopes = true; + + [FormerlySerializedAs("m_SlideMaxSpeed")] + [Tooltip("The maximum speed that the character can slide downwards")] + public float slideMaxSpeed = 10.0f; + + [FormerlySerializedAs("m_SlideGravityScale")] + [Tooltip("Gravity multiplier to apply when sliding down slopes.")] + public float slideGravityMultiplier = 1.0f; + + [FormerlySerializedAs("m_SlideStartTime")] + [Tooltip("The time (in seconds) after initiating a slide classified as a slide start. Used to disable jumping.")] + public float slideStartDelay = 0.1f; + + [Tooltip("Slight delay (in seconds) before we stop sliding down slopes. To handle cases where sliding test fails for a few frames.")] + public float slideStopDelay = 0.1f; + + // Max slope limit. + const float k_MaxSlopeLimit = 90.0f; + + // Max slope angle on which character can slide down automatically. + const float k_MaxSlideAngle = 90.0f; + + // Distance to test for ground when sliding down slopes. + const float k_SlideDownSlopeTestDistance = 1.0f; + + // Distance to push away from slopes when sliding down them. + const float k_PushAwayFromSlopeDistance = 0.001f; + + // Minimum distance to use when checking ahead for steep slopes, when checking if it's safe to do the step offset. + const float k_MinCheckSteepSlopeAheadDistance = 0.2f; + + // Min skin width. + const float k_MinSkinWidth = 0.0001f; + + // The maximum move iterations. Mainly used as a fail safe to prevent an infinite loop. + const int k_MaxMoveIterations = 20; + + // Stick to the ground if it is less than this distance from the character. + const float k_MaxStickToGroundDownDistance = 1.0f; + + // Min distance to test for the ground when sticking to the ground. + const float k_MinStickToGroundDownDistance = 0.01f; + + // Max colliders to use in the overlap methods. + const int k_MaxOverlapColliders = 10; + + // Offset to use when moving to a collision point, to try to prevent overlapping the colliders + const float k_CollisionOffset = 0.001f; + + // Minimum distance to move. This minimizes small penetrations and inaccurate casts (e.g. into the floor) + const float k_MinMoveDistance = 0.0001f; + + // Minimum step offset height to move (if character has a step offset). + const float k_MinStepOffsetHeight = k_MinMoveDistance; + + // Small value to test if the movement vector is small. + const float k_SmallMoveVector = 1e-6f; + + // If angle between raycast and capsule/sphere cast normal is less than this then use the raycast normal, which is more accurate. + const float k_MaxAngleToUseRaycastNormal = 5.0f; + + // Scale the capsule/sphere hit distance when doing the additional raycast to get a more accurate normal + const float k_RaycastScaleDistance = 2.0f; + + // Slope check ahead is clamped by the distance moved multiplied by this scale. + const float k_SlopeCheckDistanceMultiplier = 5.0f; + + // The capsule collider. + CapsuleCollider m_CapsuleCollider; + + // The position at the start of the movement. + Vector3 m_StartPosition; + + // Movement vectors used in the move loop. + List m_MoveVectors = new List(); + + // Next index in the moveVectors list. + int m_NextMoveVectorIndex; + + // Surface normal of the last collision while moving down. + Vector3? m_DownCollisionNormal; + + // Stuck info. + StuckInfo m_StuckInfo = new StuckInfo(); + + // The collision info when hitting colliders. + Dictionary m_CollisionInfoDictionary = new Dictionary(); + + // Collider array used for UnityEngine.Physics.OverlapCapsuleNonAlloc in GetPenetrationInfo + readonly Collider[] m_PenetrationInfoColliders = new Collider[k_MaxOverlapColliders]; + + // Velocity of the last movement. It's the new position minus the old position. + // (should only be set internally, but needs to be readable for animations) + public Vector3 velocity { get; private set; } + + // Default center of the capsule (e.g. for resetting it). + Vector3 m_DefaultCenter; + + // Used to offset movement raycast when determining if a slope is travesable. + float m_SlopeMovementOffset; + + // current sliding state + // * NONE means we aren't sliding + // * STARTING means we are standing on a slide, going go start soon + // * SLIDING means we are sliding down right now + // * STOPPING means we were standing on a slide, not anymore, just + // waiting a little longer so we don't immediately stop sliding when + // sliding over an tiny even surface + public SlidingState slidingState { get; private set; } + + // We need to know how long a character has been sliding down a steep + // slope in order to calculate sliding speed (it gets faster the longer + // we have been sliding). + // => remembering the start time is easier than adding += deltaTime + // everywhere. + float slidingStartedTime; + + // we need to know when the physical sliding finished, so we can remain + // in sliding state a little longer before we truly quit. + // this is necessary so we don't immediately stop sliding if we slide + // over a tiny flat surface. + float slidingStoppedTime; + + // The capsule center with scaling and rotation applied. + Vector3 transformedCenter { get { return transform.TransformVector(center); } } + + // The capsule height with the relevant scaling applied (e.g. if object scale is not 1,1,1) + float scaledHeight { get { return height * transform.lossyScale.y; } } + + // Is the character on the ground? This is updated during Move or SetPosition. + public bool isGrounded { get; private set; } + + // Collision flags from the last move. + public CollisionFlags collisionFlags { get; private set; } + + // Default height of the capsule (e.g. for resetting it). + public float defaultHeight { get; private set; } + + // The capsule radius with the relevant scaling applied (e.g. if object scale is not 1,1,1) + public float scaledRadius + { + get + { + Vector3 scale = transform.lossyScale; + float maxScale = Mathf.Max(Mathf.Max(scale.x, scale.y), scale.z); + return radius * maxScale; + } + } + + // vis2k: add old character controller compatibility + public Bounds bounds => m_CapsuleCollider.bounds; + + // Initialise the capsule and rigidbody, and set the root position. + void Awake() + { + InitCapsuleColliderAndRigidbody(); + + SetRootToOffset(); + + m_SlopeMovementOffset = stepOffset / Mathf.Tan(slopeLimit * Mathf.Deg2Rad); + } + + // Update sliding down slopes, and changes to the capsule's height and center. + void Update() + { + UpdateSlideDownSlopes(); + } + + // Set the root position. + void LateUpdate() + { + SetRootToOffset(); + } + +#if UNITY_EDITOR + // Validate the capsule. + void OnValidate() + { + Vector3 position = transform.position; + ValidateCapsule(false, ref position); + transform.position = position; + SetRootToOffset(); + } + + // Draws the debug Gizmos + void OnDrawGizmosSelected() + { + // Foot position + Gizmos.color = Color.cyan; + Vector3 footPosition = GetFootWorldPosition(transform.position); + Gizmos.DrawLine(footPosition + Vector3.left * scaledRadius, + footPosition + Vector3.right * scaledRadius); + Gizmos.DrawLine(footPosition + Vector3.back * scaledRadius, + footPosition + Vector3.forward * scaledRadius); + + // Top of head + Vector3 headPosition = transform.position + transformedCenter + Vector3.up * (scaledHeight / 2.0f + skinWidth); + Gizmos.DrawLine(headPosition + Vector3.left * scaledRadius, + headPosition + Vector3.right * scaledRadius); + Gizmos.DrawLine(headPosition + Vector3.back * scaledRadius, + headPosition + Vector3.forward * scaledRadius); + + // Center position + Vector3 centerPosition = transform.position + transformedCenter; + Gizmos.DrawLine(centerPosition + Vector3.left * scaledRadius, + centerPosition + Vector3.right * scaledRadius); + Gizmos.DrawLine(centerPosition + Vector3.back * scaledRadius, + centerPosition + Vector3.forward * scaledRadius); + } +#endif + + // Move the character. This function does not apply any gravity. + // moveVector: Move along this vector. + // CollisionFlags is the summary of collisions that occurred during the Move. + public CollisionFlags Move(Vector3 moveVector) + { + MoveInternal(moveVector, true); + return collisionFlags; + } + + // Set the position of the character. + // position: Position to set. + // updateGrounded: Update the grounded state? This uses a cast, so only set it to true if you need it. + public void SetPosition(Vector3 position, bool updateGrounded) + { + transform.position = position; + + if (updateGrounded) + { + UpdateGrounded(CollisionFlags.None); + } + } + + // Compute the minimal translation required to separate the character from the collider. + // positionOffset: Position offset to add to the capsule collider's position. + // collider: The collider to test. + // colliderPosition: Position of the collider. + // colliderRotation: Rotation of the collider. + // direction: Direction along which the translation required to separate the colliders apart is minimal. + // distance: The distance along direction that is required to separate the colliders apart. + // includeSkinWidth: Include the skin width in the test? + // currentPosition: Position of the character + // True if found penetration. + bool ComputePenetration(Vector3 positionOffset, + Collider collider, Vector3 colliderPosition, Quaternion colliderRotation, + out Vector3 direction, out float distance, + bool includeSkinWidth, Vector3 currentPosition) + { + if (collider == m_CapsuleCollider) + { + // Ignore self + direction = Vector3.one; + distance = 0; + return false; + } + + if (includeSkinWidth) + { + m_CapsuleCollider.radius = radius + skinWidth; + m_CapsuleCollider.height = height + (skinWidth * 2.0f); + } + + // Note: Physics.ComputePenetration does not always return values when the colliders overlap. + bool result = Physics.ComputePenetration(m_CapsuleCollider, + currentPosition + positionOffset, + Quaternion.identity, + collider, colliderPosition, colliderRotation, + out direction, out distance); + if (includeSkinWidth) + { + m_CapsuleCollider.radius = radius; + m_CapsuleCollider.height = height; + } + + return result; + } + + // Check for collision below the character, using a ray or sphere cast. + // distance: Distance to check. + // hitInfo: Get the hit info. + // offsetPosition: Position offset. If we want to do a cast relative to the character's current position. + // useSphereCast: Use a sphere cast? If false then use a ray cast. + // useSecondSphereCast: The second cast includes the skin width. Ideally only needed for human controlled player, for more accuracy. + // adjustPositionSlightly: Adjust position slightly up, in case it's already inside an obstacle. + // currentPosition: Position of the character + // True if collision occurred. + public bool CheckCollisionBelow(float distance, out RaycastHit hitInfo, Vector3 currentPosition, + Vector3 offsetPosition, + bool useSphereCast = false, + bool useSecondSphereCast = false, + bool adjustPositionSlightly = false) + { + bool didCollide = false; + float extraDistance = adjustPositionSlightly ? k_CollisionOffset : 0.0f; + if (!useSphereCast) + { +#if UNITY_EDITOR + Vector3 start = GetFootWorldPosition(currentPosition) + offsetPosition + Vector3.up * extraDistance; + Debug.DrawLine(start, start + Vector3.down * (distance + extraDistance), Color.red); +#endif + if (Physics.Raycast(GetFootWorldPosition(currentPosition) + offsetPosition + Vector3.up * extraDistance, + Vector3.down, + out hitInfo, + distance + extraDistance, + collisionLayerMask, + triggerQuery)) + { + didCollide = true; + hitInfo.distance = Mathf.Max(0.0f, hitInfo.distance - extraDistance); + } + } + else + { +#if UNITY_EDITOR + Debug.DrawRay(currentPosition, Vector3.down, Color.red); // Center + + Debug.DrawRay(currentPosition + new Vector3(scaledRadius, 0.0f), Vector3.down, Color.blue); + Debug.DrawRay(currentPosition + new Vector3(-scaledRadius, 0.0f), Vector3.down, Color.blue); + Debug.DrawRay(currentPosition + new Vector3(0.0f, 0.0f, scaledRadius), Vector3.down, Color.blue); + Debug.DrawRay(currentPosition + new Vector3(0.0f, 0.0f, -scaledRadius), Vector3.down, Color.blue); +#endif + if (SmallSphereCast(Vector3.down, + skinWidth + distance, + out hitInfo, + offsetPosition, + true, currentPosition)) + { + didCollide = true; + hitInfo.distance = Mathf.Max(0.0f, hitInfo.distance - skinWidth); + } + + if (!didCollide && useSecondSphereCast) + { + if (BigSphereCast(Vector3.down, + distance + extraDistance, currentPosition, + out hitInfo, + offsetPosition + Vector3.up * extraDistance, + true)) + { + didCollide = true; + hitInfo.distance = Mathf.Max(0.0f, hitInfo.distance - extraDistance); + } + } + } + + return didCollide; + } + + // Try to set the capsule's height and center. Originally, this would + // keep trying every Update until it's safe to resize. this required a + // LOT of magic. It now either resizes immediately or it returns false + // if there is no space. + // newHeight: The new height. + // newCenter: The new center. + // checkForPenetration: Check for collision, and then de-penetrate if there's collision? + // updateGrounded: Update the grounded state? This uses a cast, so only set it to true if you need it. + public bool TrySetHeightAndCenter(float newHeight, Vector3 newCenter, + bool checkForPenetration, + bool updateGrounded) + { + // only resize if we will succeed. otherwise don't. + if (checkForPenetration && + !CanSetHeightAndCenter(newHeight, newCenter)) + return false; + + float oldHeight = height; + Vector3 oldCenter = center; + Vector3 oldPosition = transform.position; + Vector3 virtualPosition = oldPosition; + + // set center, set height + // if either one fails, we don't return immediately. + // we want to do the penetration test no matter what, + // and restore data no matter what if it fails. + bool result = TrySetCenter(newCenter, false, false) && + TrySetHeight(newHeight, false, false, false); + + if (checkForPenetration) + { + if (Depenetrate(ref virtualPosition)) + { + // Inside colliders? + if (CheckCapsule(virtualPosition)) + { + // Restore data + // NOTE: even though we simulate the resize first, we + // might still end up inside a collider after resizing + // because the simulation isn't 100% precise. so we + // sometimes still get here when it 'almost' succeeeds + height = oldHeight; + center = oldCenter; + transform.position = oldPosition; + ValidateCapsule(true, ref virtualPosition); + + // return false later + result = false; + } + } + } + + if (updateGrounded) + { + UpdateGrounded(CollisionFlags.None); + } + + transform.position = virtualPosition; + return result; + } + + // Reset the capsule's height and center to the default values. + // checkForPenetration: Check for collision, and then de-penetrate if there's collision? + // updateGrounded: Update the grounded state? This uses a cast, so only set it to true if you need it. + public bool TryResetHeightAndCenter(bool checkForPenetration, bool updateGrounded) + { + return TrySetHeightAndCenter(defaultHeight, m_DefaultCenter, checkForPenetration, updateGrounded); + } + + // Try to set the capsule's center (local). Originally, this would + // keep trying every Update until it's safe to resize. this required a + // LOT of magic. It now either resizes immediately or it returns false + // if there is no space. + // newCenter: The new center. + // checkForPenetration: Check for collision, and then de-penetrate if there's collision? + // updateGrounded: Update the grounded state? This uses a cast, so only set it to true if you need it. + public bool TrySetCenter(Vector3 newCenter, bool checkForPenetration, bool updateGrounded) + { + // only resize if we will succeed. otherwise don't. + if (checkForPenetration && + !CanSetCenter(newCenter)) + return false; + + Vector3 oldCenter = center; + Vector3 oldPosition = transform.position; + Vector3 virtualPosition = oldPosition; + + center = newCenter; + ValidateCapsule(true, ref virtualPosition); + + bool result = true; + if (checkForPenetration) + { + if (Depenetrate(ref virtualPosition)) + { + // Inside colliders? + if (CheckCapsule(virtualPosition)) + { + // Restore data + // NOTE: even though we simulate the resize first, we + // might still end up inside a collider after resizing + // because the simulation isn't 100% precise. so we + // sometimes still get here when it 'almost' succeeeds + center = oldCenter; + transform.position = oldPosition; + ValidateCapsule(true, ref virtualPosition); + + // return false later + result = false; + } + } + } + + if (updateGrounded) + { + UpdateGrounded(CollisionFlags.None); + } + + transform.position = virtualPosition; + return result; + } + + // Reset the capsule's center to the default value. + // checkForPenetration: Check for collision, and then de-penetrate if there's collision? + // updateGrounded: Update the grounded state? This uses a cast, so only set it to true if you need it. + public bool TryResetCenter(bool checkForPenetration, bool updateGrounded) + { + return TrySetCenter(m_DefaultCenter, checkForPenetration, updateGrounded); + } + + // Validate the capsule's height. (It must be at least double the radius size.) + public float ValidateHeight(float newHeight) + { + return Mathf.Clamp(newHeight, radius * 2.0f, float.MaxValue); + } + + // Set the capsule's height (local). Minimum limit is double the capsule radius size. + // Call CanSetHeight if you want to test if height can change, e.g. when changing from crouch to stand. + // newHeight: The new height. + // preserveFootPosition: Adjust the capsule's center to preserve the foot position? + // checkForPenetration: Check for collision, and then de-penetrate if there's collision? + // updateGrounded: Update the grounded state? This uses a cast, so only set it to true if you need it. + public bool TrySetHeight(float newHeight, bool preserveFootPosition, + bool checkForPenetration, + bool updateGrounded) + { + // only resize if we will succeed. otherwise don't. + if (checkForPenetration && + !CanSetHeight(newHeight, preserveFootPosition)) + return false; + + // vis2k fix: + // IMPORTANT: adjust height BEFORE ever calculating the center. + // previously it was adjusted AFTER calculating the center. + // so the center would NOT EXACTLY be the center anymore + // if the height was adjusted. + // => causing all future center calculations to be wrong. + // => causing center.y to increase every time + // => causing the character to float in the air over time + // see also: https://github.com/vis2k/uMMORPG/issues/36 + newHeight = ValidateHeight(newHeight); + + Vector3 virtualPosition = transform.position; + bool changeCenter = preserveFootPosition; + Vector3 newCenter = changeCenter ? Helpers.CalculateCenterWithSameFootPosition(center, height, newHeight, skinWidth) : center; + if (Mathf.Approximately(height, newHeight)) + { + // Height remains the same. only set new center, which may have + // changed because of preserveFootPosition + return TrySetCenter(newCenter, checkForPenetration, updateGrounded); + } + + float oldHeight = height; + Vector3 oldCenter = center; + Vector3 oldPosition = transform.position; + + if (changeCenter) + { + center = newCenter; + } + + height = newHeight; + ValidateCapsule(true, ref virtualPosition); + + bool result = true; + if (checkForPenetration) + { + if (Depenetrate(ref virtualPosition)) + { + // Inside colliders? + if (CheckCapsule(virtualPosition)) + { + // Restore data + // NOTE: even though we simulate the resize first, we + // might still end up inside a collider after resizing + // because the simulation isn't 100% precise. so we + // sometimes still get here when it 'almost' succeeeds + height = oldHeight; + if (changeCenter) + { + center = oldCenter; + } + transform.position = oldPosition; + ValidateCapsule(true, ref virtualPosition); + + // return false later + result = false; + } + } + } + + if (updateGrounded) + { + UpdateGrounded(CollisionFlags.None); + } + + transform.position = virtualPosition; + return result; + } + + // vis2k: add missing CanSetHeight function & helper functions + // Collider array used for UnityEngine.Physics.OverlapCapsuleNonAlloc in GetPenetrationInfo + readonly Collider[] m_OverlapCapsuleColliders = new Collider[k_MaxOverlapColliders]; + public bool CanSetHeight(float newHeight, bool preserveFootPosition) + { + // vis2k fix: + // IMPORTANT: adjust height BEFORE ever calculating the center. + // previously it was adjusted AFTER calculating the center. + // so the center would NOT EXACTLY be the center anymore + // if the height was adjusted. + // => causing all future center calculations to be wrong. + // => causing center.y to increase every time + // => causing the character to float in the air over time + // see also: https://github.com/vis2k/uMMORPG/issues/36 + newHeight = ValidateHeight(newHeight); + + // calculate the new capsule center & height + bool changeCenter = preserveFootPosition; + Vector3 newCenter = changeCenter ? Helpers.CalculateCenterWithSameFootPosition(center, height, newHeight, skinWidth) : center; + if (Mathf.Approximately(height, newHeight)) + { + // Height remains the same + return true; + } + + return CanSetHeightAndCenter(newHeight, newCenter); + } + + // vis2k: add missing CanSetCenter function + public bool CanSetCenter(Vector3 newCenter) + { + return CanSetHeightAndCenter(height, newCenter); + } + + // vis2k: add missing CanSetHeightAndCenter function + public bool CanSetHeightAndCenter(float newHeight, Vector3 newCenter) + { + // vis2k fix: + // IMPORTANT: adjust height BEFORE ever calculating the center. + // previously it was adjusted AFTER calculating the center. + // so the center would NOT EXACTLY be the center anymore + // if the height was adjusted. + // => causing all future center calculations to be wrong. + // => causing center.y to increase every time + // => causing the character to float in the air over time + // see also: https://github.com/vis2k/uMMORPG/issues/36 + newHeight = ValidateHeight(newHeight); + + // debug draw + Debug.DrawLine( + Helpers.GetTopSphereWorldPositionSimulated(transform, newCenter, scaledRadius, newHeight), + Helpers.GetBottomSphereWorldPositionSimulated(transform, newCenter, scaledRadius, newHeight), + Color.yellow, + 3f + ); + + // check the overlap capsule + int hits = Physics.OverlapCapsuleNonAlloc( + Helpers.GetTopSphereWorldPositionSimulated(transform, newCenter, scaledRadius, newHeight), + Helpers.GetBottomSphereWorldPositionSimulated(transform, newCenter, scaledRadius, newHeight), + radius, + m_OverlapCapsuleColliders, + collisionLayerMask, + triggerQuery); + + for (int i = 0; i < hits; ++i) + { + // a collider that is not self? + if (m_OverlapCapsuleColliders[i] != m_CapsuleCollider) + { + return false; + } + } + + // no overlaps + return true; + } + + // Reset the capsule's height to the default value. + // preserveFootPosition: Adjust the capsule's center to preserve the foot position? + // checkForPenetration: Check for collision, and then de-penetrate if there's collision? + // updateGrounded: Update the grounded state? This uses a cast, so only set it to true if you need it. + // Returns the reset height. + public bool TryResetHeight(bool preserveFootPosition, bool checkForPenetration, bool updateGrounded) + { + return TrySetHeight(defaultHeight, preserveFootPosition, checkForPenetration, updateGrounded); + } + + // Get the foot world position. + public Vector3 GetFootWorldPosition() + { + return GetFootWorldPosition(transform.position); + } + + // Get the foot world position. + Vector3 GetFootWorldPosition(Vector3 position) + { + return position + transformedCenter + (Vector3.down * (scaledHeight / 2.0f + skinWidth)); + } + + // Initialize the capsule collider and the rigidbody + void InitCapsuleColliderAndRigidbody() + { + GameObject go = transform.gameObject; + m_CapsuleCollider = go.GetComponent(); + + // Copy settings to the capsule collider + m_CapsuleCollider.center = center; + m_CapsuleCollider.radius = radius; + m_CapsuleCollider.height = height; + + // Ensure that the rigidbody is kinematic and does not use gravity + Rigidbody rigidbody = go.GetComponent(); + rigidbody.isKinematic = true; + rigidbody.useGravity = false; + + defaultHeight = height; + m_DefaultCenter = center; + } + + // Call this when the capsule's values change. + // updateCapsuleCollider: Update the capsule collider's values (e.g. center, height, radius)? + // currentPosition: position of the character + // checkForPenetration: Check for collision, and then de-penetrate if there's collision? + // updateGrounded: Update the grounded state? This uses a cast, so only set it to true if you need it. + void ValidateCapsule(bool updateCapsuleCollider, + ref Vector3 currentPosition, + bool checkForPenetration = false, + bool updateGrounded = false) + { + slopeLimit = Mathf.Clamp(slopeLimit, 0.0f, k_MaxSlopeLimit); + skinWidth = Mathf.Clamp(skinWidth, k_MinSkinWidth, float.MaxValue); + float oldHeight = height; + height = ValidateHeight(height); + + if (m_CapsuleCollider != null) + { + if (updateCapsuleCollider) + { + // Copy settings to the capsule collider + m_CapsuleCollider.center = center; + m_CapsuleCollider.radius = radius; + m_CapsuleCollider.height = height; + } + else if (!Mathf.Approximately(height, oldHeight)) + { + // Height changed + m_CapsuleCollider.height = height; + } + } + + if (checkForPenetration) + { + Depenetrate(ref currentPosition); + } + + if (updateGrounded) + { + UpdateGrounded(CollisionFlags.None); + } + } + + // Moves the characters. + // moveVector: Move vector + // slideWhenMovingDown: Slide against obstacles when moving down? (e.g. we don't want to slide when applying gravity while the character is grounded) + // forceTryStickToGround: Force try to stick to ground? Only used if character is grounded before moving. + // doNotStepOffset: Do not try to perform the step offset? + void MoveInternal(Vector3 moveVector, + bool slideWhenMovingDown, + bool forceTryStickToGround = false, + bool doNotStepOffset = false) + { + bool wasGrounded = isGrounded; + Vector3 moveVectorNoY = new Vector3(moveVector.x, 0, moveVector.z); + bool tryToStickToGround = wasGrounded && (forceTryStickToGround || (moveVector.y <= 0.0f && moveVectorNoY.sqrMagnitude.NotEqualToZero())); + + m_StartPosition = transform.position; + + collisionFlags = CollisionFlags.None; + m_CollisionInfoDictionary.Clear(); + m_DownCollisionNormal = null; + + // Stop sliding down slopes when character jumps + if (moveVector.y > 0.0f && slidingState != SlidingState.NONE) + { + // this hasn't really been tested. let's show a log message for + // now. + Debug.Log("CharacterController2k: a jump stopped sliding: " + slidingState); + slidingState = SlidingState.NONE; + } + + // Do the move loop + MoveLoop(moveVector, tryToStickToGround, slideWhenMovingDown, doNotStepOffset); + + bool doDownCast = tryToStickToGround || moveVector.y <= 0.0f; + UpdateGrounded(collisionFlags, doDownCast); + + // vis2k: fix velocity + // set velocity, which is direction * speed. we don't have speed, + // but we do have elapsed time + velocity = (transform.position - m_StartPosition) / Time.deltaTime; + + BroadcastCollisionEvent(); + } + + // Send hit messages. + void BroadcastCollisionEvent() + { + if (collision == null || m_CollisionInfoDictionary == null || m_CollisionInfoDictionary.Count <= 0) + { + return; + } + + foreach (KeyValuePair kvp in m_CollisionInfoDictionary) + { + collision(kvp.Value); + } + } + + // Determine if the character is grounded. + // movedCollisionFlags: Moved collision flags of the current move. Set to None if not moving. + // doDownCast: Do a down cast? We want to avoid this when the character is jumping upwards. + void UpdateGrounded(CollisionFlags movedCollisionFlags, bool doDownCast = true) + { + if ((movedCollisionFlags & CollisionFlags.CollidedBelow) != 0) + { + isGrounded = true; + } + else if (doDownCast) + { + isGrounded = CheckCollisionBelow(groundedTestDistance, + out RaycastHit hitInfo, + transform.position, + Vector3.zero, + true, + isLocalHuman, + isLocalHuman); + } + else + { + isGrounded = false; + } + } + + // Movement loop. Keep moving until completely blocked by obstacles, or we reached the desired position/distance. + // moveVector: The move vector. + // tryToStickToGround: Try to stick to the ground? + // slideWhenMovingDown: Slide against obstacles when moving down? (e.g. we don't want to slide when applying gravity while the character is grounded) + // doNotStepOffset: Do not try to perform the step offset? + void MoveLoop(Vector3 moveVector, bool tryToStickToGround, bool slideWhenMovingDown, bool doNotStepOffset) + { + m_MoveVectors.Clear(); + m_NextMoveVectorIndex = 0; + + // Split the move vector into horizontal and vertical components. + SplitMoveVector(moveVector, slideWhenMovingDown, doNotStepOffset); + MoveVector remainingMoveVector = m_MoveVectors[m_NextMoveVectorIndex]; + m_NextMoveVectorIndex++; + + bool didTryToStickToGround = false; + m_StuckInfo.OnMoveLoop(); + Vector3 virtualPosition = transform.position; + + // The loop + for (int i = 0; i < k_MaxMoveIterations; i++) + { + Vector3 refMoveVector = remainingMoveVector.moveVector; + bool collided = MoveMajorStep(ref refMoveVector, remainingMoveVector.canSlide, didTryToStickToGround, ref virtualPosition); + + remainingMoveVector.moveVector = refMoveVector; + + // Character stuck? + if (m_StuckInfo.UpdateStuck(virtualPosition, remainingMoveVector.moveVector, moveVector)) + { + // Stop current move loop vector + remainingMoveVector = new MoveVector(Vector3.zero); + } + else if (!isLocalHuman && collided) + { + // Only slide once for non-human controlled characters + remainingMoveVector.canSlide = false; + } + + // Not collided OR vector used up (i.e. vector is zero)? + if (!collided || remainingMoveVector.moveVector.sqrMagnitude.IsEqualToZero()) + { + // Are there remaining movement vectors? + if (m_NextMoveVectorIndex < m_MoveVectors.Count) + { + remainingMoveVector = m_MoveVectors[m_NextMoveVectorIndex]; + m_NextMoveVectorIndex++; + } + else + { + if (!tryToStickToGround || didTryToStickToGround) + { + break; + } + + // Try to stick to the ground + didTryToStickToGround = true; + if (!CanStickToGround(moveVector, out remainingMoveVector)) + { + break; + } + } + } + +#if UNITY_EDITOR + if (i == k_MaxMoveIterations - 1) + { + Debug.Log(name + " reached MaxMoveInterations(" + k_MaxMoveIterations + "): remainingVector=" + remainingMoveVector + " moveVector=" + moveVector + " hitCount=" + m_StuckInfo.hitCount); + } +#endif + } + + transform.position = virtualPosition; + } + + // A single movement major step. Returns true when there is collision. + // moveVector: The move vector. + // canSlide: Can slide against obstacles? + // tryGrounding: Try grounding the player? + // currentPosition: position of the character + bool MoveMajorStep(ref Vector3 moveVector, bool canSlide, bool tryGrounding, ref Vector3 currentPosition) + { + Vector3 direction = moveVector.normalized; + float distance = moveVector.magnitude; + RaycastHit bigRadiusHitInfo; + RaycastHit smallRadiusHitInfo; + bool smallRadiusHit; + bool bigRadiusHit; + + if (!CapsuleCast(direction, distance, currentPosition, + out smallRadiusHit, out bigRadiusHit, + out smallRadiusHitInfo, out bigRadiusHitInfo, + Vector3.zero)) + { + // No collision, so move to the position + MovePosition(moveVector, null, null, ref currentPosition); + + // Check for penetration + float penetrationDistance; + Vector3 penetrationDirection; + if (GetPenetrationInfo(out penetrationDistance, out penetrationDirection, currentPosition)) + { + // Push away from obstacles + MovePosition(penetrationDirection * penetrationDistance, null, null, ref currentPosition); + } + + // Stop current move loop vector + moveVector = Vector3.zero; + + return false; + } + + // Did the big radius not hit an obstacle? + if (!bigRadiusHit) + { + // The small radius hit an obstacle, so character is inside an obstacle + MoveAwayFromObstacle(ref moveVector, ref smallRadiusHitInfo, + direction, distance, + canSlide, + tryGrounding, + true, ref currentPosition); + + return true; + } + + // Use the nearest collision point (e.g. to handle cases where 2 or more colliders' edges meet) + if (smallRadiusHit && smallRadiusHitInfo.distance < bigRadiusHitInfo.distance) + { + MoveAwayFromObstacle(ref moveVector, ref smallRadiusHitInfo, + direction, distance, + canSlide, + tryGrounding, + true, ref currentPosition); + return true; + } + + MoveAwayFromObstacle(ref moveVector, ref bigRadiusHitInfo, + direction, distance, + canSlide, + tryGrounding, + false, ref currentPosition); + + return true; + } + + // Can the character perform a step offset? + // moveVector: Horizontal movement vector. + bool CanStepOffset(Vector3 moveVector) + { + float moveVectorMagnitude = moveVector.magnitude; + Vector3 position = transform.position; + RaycastHit hitInfo; + + // Only step up if there's an obstacle at the character's feet (e.g. do not step when only character's head collides) + if (!SmallSphereCast(moveVector, moveVectorMagnitude, out hitInfo, Vector3.zero, true, position) && + !BigSphereCast(moveVector, moveVectorMagnitude, position, out hitInfo, Vector3.zero, true)) + { + return false; + } + + float upDistance = Mathf.Max(stepOffset, k_MinStepOffsetHeight); + + // We only step over obstacles if we can partially fit on it (i.e. fit the capsule's radius) + Vector3 horizontal = moveVector * scaledRadius; + float horizontalSize = horizontal.magnitude; + horizontal.Normalize(); + + // Any obstacles ahead (after we moved up)? + Vector3 up = Vector3.up * upDistance; + if (SmallCapsuleCast(horizontal, skinWidth + horizontalSize, out hitInfo, up, position) || + BigCapsuleCast(horizontal, horizontalSize, out hitInfo, up, position)) + { + return false; + } + + return !CheckSteepSlopeAhead(moveVector); + } + + // Returns true if there's a steep slope ahead. + // moveVector: The movement vector. + // alsoCheckForStepOffset: Do a second test where the step offset will move the player to? + bool CheckSteepSlopeAhead(Vector3 moveVector, bool alsoCheckForStepOffset = true) + { + Vector3 direction = moveVector.normalized; + float distance = moveVector.magnitude; + + if (CheckSteepSlopAhead(direction, distance, Vector3.zero)) + { + return true; + } + + // Only need to do the second test for human controlled character + if (!alsoCheckForStepOffset || !isLocalHuman) + { + return false; + } + + // Check above where the step offset will move the player to + return CheckSteepSlopAhead(direction, + Mathf.Max(distance, k_MinCheckSteepSlopeAheadDistance), + Vector3.up * stepOffset); + } + + // Returns true if there's a steep slope ahead. + bool CheckSteepSlopAhead(Vector3 direction, float distance, Vector3 offsetPosition) + { + RaycastHit bigRadiusHitInfo; + RaycastHit smallRadiusHitInfo; + bool smallRadiusHit; + bool bigRadiusHit; + + if (!CapsuleCast(direction, distance, transform.position, + out smallRadiusHit, out bigRadiusHit, + out smallRadiusHitInfo, out bigRadiusHitInfo, + offsetPosition)) + { + // No collision + return false; + } + + RaycastHit hitInfoCapsule = (!bigRadiusHit || (smallRadiusHit && smallRadiusHitInfo.distance < bigRadiusHitInfo.distance)) + ? smallRadiusHitInfo + : bigRadiusHitInfo; + + RaycastHit hitInfoRay; + Vector3 rayOrigin = transform.position + transformedCenter + offsetPosition; + + float offset = Mathf.Clamp(m_SlopeMovementOffset, 0.0f, distance * k_SlopeCheckDistanceMultiplier); + Vector3 rayDirection = (hitInfoCapsule.point + direction * offset) - rayOrigin; + + // Raycast returns a more accurate normal than SphereCast/CapsuleCast + if (Physics.Raycast(rayOrigin, + rayDirection, + out hitInfoRay, + rayDirection.magnitude * k_RaycastScaleDistance, + collisionLayerMask, + triggerQuery) && + hitInfoRay.collider == hitInfoCapsule.collider) + { + hitInfoCapsule = hitInfoRay; + } + else + { + return false; + } + + float slopeAngle = Vector3.Angle(Vector3.up, hitInfoCapsule.normal); + bool slopeIsSteep = slopeAngle > slopeLimit && + slopeAngle < k_MaxSlopeLimit && + Vector3.Dot(direction, hitInfoCapsule.normal) < 0.0f; + + return slopeIsSteep; + } + + // Split the move vector into horizontal and vertical components. The results are added to the moveVectors list. + // moveVector: The move vector. + // slideWhenMovingDown: Slide against obstacles when moving down? (e.g. we don't want to slide when applying gravity while the character is grounded) + // doNotStepOffset: Do not try to perform the step offset? + void SplitMoveVector(Vector3 moveVector, bool slideWhenMovingDown, bool doNotStepOffset) + { + Vector3 horizontal = new Vector3(moveVector.x, 0.0f, moveVector.z); + Vector3 vertical = new Vector3(0.0f, moveVector.y, 0.0f); + bool horizontalIsAlmostZero = Helpers.IsMoveVectorAlmostZero(horizontal, k_SmallMoveVector); + float tempStepOffset = stepOffset; + bool doStepOffset = isGrounded && + !doNotStepOffset && + !Mathf.Approximately(tempStepOffset, 0.0f) && + !horizontalIsAlmostZero; + + // Note: Vector is split in this order: up, horizontal, down + + if (vertical.y > 0.0f) + { + // Up + if (horizontal.x.NotEqualToZero() || horizontal.z.NotEqualToZero()) + { + // Move up then horizontal + AddMoveVector(vertical, slideAlongCeiling); + AddMoveVector(horizontal); + } + else + { + // Move up + AddMoveVector(vertical, slideAlongCeiling); + } + } + else if (vertical.y < 0.0f) + { + // Down + if (horizontal.x.NotEqualToZero() || horizontal.z.NotEqualToZero()) + { + if (doStepOffset && CanStepOffset(horizontal)) + { + // Move up, horizontal then down + AddMoveVector(Vector3.up * tempStepOffset, false); + AddMoveVector(horizontal); + if (slideWhenMovingDown) + { + AddMoveVector(vertical); + AddMoveVector(Vector3.down * tempStepOffset); + } + else + { + AddMoveVector(vertical + Vector3.down * tempStepOffset); + } + } + else + { + // Move horizontal then down + AddMoveVector(horizontal); + AddMoveVector(vertical, slideWhenMovingDown); + } + } + else + { + // Move down + AddMoveVector(vertical, slideWhenMovingDown); + } + } + else + { + // Horizontal + if (doStepOffset && CanStepOffset(horizontal)) + { + // Move up, horizontal then down + AddMoveVector(Vector3.up * tempStepOffset, false); + AddMoveVector(horizontal); + AddMoveVector(Vector3.down * tempStepOffset); + } + else + { + // Move horizontal + AddMoveVector(horizontal); + } + } + } + + // Add the movement vector to the moveVectors list. + // moveVector: Move vector to add. + // canSlide: Can the movement slide along obstacles? + void AddMoveVector(Vector3 moveVector, bool canSlide = true) + { + m_MoveVectors.Add(new MoveVector(moveVector, canSlide)); + } + + // Test if character can stick to the ground, and set the down vector if so. + // moveVector: The original movement vector. + // getDownVector: Get the down vector. + bool CanStickToGround(Vector3 moveVector, out MoveVector getDownVector) + { + Vector3 moveVectorNoY = new Vector3(moveVector.x, 0.0f, moveVector.z); + float downDistance = Mathf.Max(moveVectorNoY.magnitude, k_MinStickToGroundDownDistance); + if (moveVector.y < 0.0f) + { + downDistance = Mathf.Max(downDistance, Mathf.Abs(moveVector.y)); + } + + if (downDistance <= k_MaxStickToGroundDownDistance) + { + getDownVector = new MoveVector(Vector3.down * downDistance, false); + return true; + } + + getDownVector = new MoveVector(Vector3.zero); + return false; + } + + // Do two capsule casts. One excluding the capsule's skin width and one including the skin width. + // direction: Direction to cast + // distance: Distance to cast + // currentPosition: position of the character + // smallRadiusHit: Did hit, excluding the skin width? + // bigRadiusHit: Did hit, including the skin width? + // smallRadiusHitInfo: Hit info for cast excluding the skin width. + // bigRadiusHitInfo: Hit info for cast including the skin width. + // offsetPosition: Offset position, if we want to test somewhere relative to the capsule's position. + bool CapsuleCast(Vector3 direction, float distance, Vector3 currentPosition, + out bool smallRadiusHit, out bool bigRadiusHit, + out RaycastHit smallRadiusHitInfo, out RaycastHit bigRadiusHitInfo, + Vector3 offsetPosition) + { + // Exclude the skin width in the test + smallRadiusHit = SmallCapsuleCast(direction, distance, out smallRadiusHitInfo, offsetPosition, currentPosition); + + // Include the skin width in the test + bigRadiusHit = BigCapsuleCast(direction, distance, out bigRadiusHitInfo, offsetPosition, currentPosition); + + return smallRadiusHit || bigRadiusHit; + } + + // Do a capsule cast, excluding the skin width. + // direction: Direction to cast. + // distance: Distance to cast. + // smallRadiusHitInfo: Hit info. + // offsetPosition: Offset position, if we want to test somewhere relative to the capsule's position. + // currentPosition: position of the character + bool SmallCapsuleCast(Vector3 direction, float distance, + out RaycastHit smallRadiusHitInfo, + Vector3 offsetPosition, Vector3 currentPosition) + { + // Cast further than the distance we need, to try to take into account small edge cases (e.g. Casts fail + // when moving almost parallel to an obstacle for small distances). + float extraDistance = scaledRadius; + + if (Physics.CapsuleCast(Helpers.GetTopSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offsetPosition, + Helpers.GetBottomSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offsetPosition, + scaledRadius, + direction, + out smallRadiusHitInfo, + distance + extraDistance, + collisionLayerMask, + triggerQuery)) + { + return smallRadiusHitInfo.distance <= distance; + } + + return false; + } + + // Do a capsule cast, includes the skin width. + // direction: Direction to cast. + // distance: Distance to cast. + // bigRadiusHitInfo: Hit info. + // offsetPosition: Offset position, if we want to test somewhere relative to the capsule's position. + // currentPosition: position of the character + bool BigCapsuleCast(Vector3 direction, float distance, + out RaycastHit bigRadiusHitInfo, + Vector3 offsetPosition, Vector3 currentPosition) + { + // Cast further than the distance we need, to try to take into account small edge cases (e.g. Casts fail + // when moving almost parallel to an obstacle for small distances). + float extraDistance = scaledRadius + skinWidth; + + if (Physics.CapsuleCast(Helpers.GetTopSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offsetPosition, + Helpers.GetBottomSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offsetPosition, + scaledRadius + skinWidth, + direction, + out bigRadiusHitInfo, + distance + extraDistance, + collisionLayerMask, + triggerQuery)) + { + return bigRadiusHitInfo.distance <= distance; + } + + return false; + } + + // Do a sphere cast, excludes the skin width. Sphere position is at the top or bottom of the capsule. + // direction: Direction to cast. + // distance: Distance to cast. + // smallRadiusHitInfo: Hit info. + // offsetPosition: Offset position, if we want to test somewhere relative to the capsule's position. + // useBottomSphere: Use the sphere at the bottom of the capsule? If false then use the top sphere. + // currentPosition: position of the character + bool SmallSphereCast(Vector3 direction, float distance, + out RaycastHit smallRadiusHitInfo, + Vector3 offsetPosition, + bool useBottomSphere, Vector3 currentPosition) + { + // Cast further than the distance we need, to try to take into account small edge cases (e.g. Casts fail + // when moving almost parallel to an obstacle for small distances). + float extraDistance = scaledRadius; + + Vector3 spherePosition = useBottomSphere ? Helpers.GetBottomSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offsetPosition + : Helpers.GetTopSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offsetPosition; + if (Physics.SphereCast(spherePosition, + scaledRadius, + direction, + out smallRadiusHitInfo, + distance + extraDistance, + collisionLayerMask, + triggerQuery)) + { + return smallRadiusHitInfo.distance <= distance; + } + + return false; + } + + // Do a sphere cast, including the skin width. Sphere position is at the top or bottom of the capsule. + // direction: Direction to cast. + // distance: Distance to cast. + // currentPosition: position of the character + // bigRadiusHitInfo: Hit info. + // offsetPosition: Offset position, if we want to test somewhere relative to the capsule's position. + // useBottomSphere: Use the sphere at the bottom of the capsule? If false then use the top sphere. + bool BigSphereCast(Vector3 direction, float distance, Vector3 currentPosition, + out RaycastHit bigRadiusHitInfo, + Vector3 offsetPosition, + bool useBottomSphere) + { + // Cast further than the distance we need, to try to take into account small edge cases (e.g. Casts fail + // when moving almost parallel to an obstacle for small distances). + float extraDistance = scaledRadius + skinWidth; + + Vector3 spherePosition = useBottomSphere ? Helpers.GetBottomSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offsetPosition + : Helpers.GetTopSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offsetPosition; + if (Physics.SphereCast(spherePosition, + scaledRadius + skinWidth, + direction, + out bigRadiusHitInfo, + distance + extraDistance, + collisionLayerMask, + triggerQuery)) + { + return bigRadiusHitInfo.distance <= distance; + } + + return false; + } + + // Called when a capsule cast detected an obstacle. Move away from the obstacle and slide against it if needed. + // moveVector: The movement vector. + // hitInfoCapsule: Hit info of the capsule cast collision. + // direction: Direction of the cast. + // distance: Distance of the cast. + // canSlide: Can slide against obstacles? + // tryGrounding: Try grounding the player? + // hitSmallCapsule: Did the collision occur with the small capsule (i.e. no skin width)? + // currentPosition: position of the character + void MoveAwayFromObstacle(ref Vector3 moveVector, ref RaycastHit hitInfoCapsule, + Vector3 direction, float distance, + bool canSlide, + bool tryGrounding, + bool hitSmallCapsule, ref Vector3 currentPosition) + { + // IMPORTANT: This method must set moveVector. + + // When the small capsule hit then stop skinWidth away from obstacles + float collisionOffset = hitSmallCapsule ? skinWidth : k_CollisionOffset; + + float hitDistance = Mathf.Max(hitInfoCapsule.distance - collisionOffset, 0.0f); + // Note: remainingDistance is more accurate is we use hitDistance, but using hitInfoCapsule.distance gives a tiny + // bit of dampening when sliding along obstacles + float remainingDistance = Mathf.Max(distance - hitInfoCapsule.distance, 0.0f); + + // Move to the collision point + MovePosition(direction * hitDistance, direction, hitInfoCapsule, ref currentPosition); + + Vector3 hitNormal; + RaycastHit hitInfoRay; + Vector3 rayOrigin = currentPosition + transformedCenter; + Vector3 rayDirection = hitInfoCapsule.point - rayOrigin; + + // Raycast returns a more accurate normal than SphereCast/CapsuleCast + // Using angle <= k_MaxAngleToUseRaycastNormal gives a curve when collision is near an edge. + if (Physics.Raycast(rayOrigin, + rayDirection, + out hitInfoRay, + rayDirection.magnitude * k_RaycastScaleDistance, + collisionLayerMask, + triggerQuery) && + hitInfoRay.collider == hitInfoCapsule.collider && + Vector3.Angle(hitInfoCapsule.normal, hitInfoRay.normal) <= k_MaxAngleToUseRaycastNormal) + { + hitNormal = hitInfoRay.normal; + } + else + { + hitNormal = hitInfoCapsule.normal; + } + + float penetrationDistance; + Vector3 penetrationDirection; + + if (GetPenetrationInfo(out penetrationDistance, out penetrationDirection, currentPosition, true, null, hitInfoCapsule)) + { + // Push away from the obstacle + MovePosition(penetrationDirection * penetrationDistance, null, null, ref currentPosition); + } + + bool slopeIsSteep = false; + if (tryGrounding || m_StuckInfo.isStuck) + { + // No further movement when grounding the character, or the character is stuck + canSlide = false; + } + else if (moveVector.x.NotEqualToZero() || moveVector.z.NotEqualToZero()) + { + // Test if character is trying to walk up a steep slope + float slopeAngle = Vector3.Angle(Vector3.up, hitNormal); + slopeIsSteep = slopeAngle > slopeLimit && slopeAngle < k_MaxSlopeLimit && Vector3.Dot(direction, hitNormal) < 0.0f; + } + + // Set moveVector + if (canSlide && remainingDistance > 0.0f) + { + Vector3 slideNormal = hitNormal; + + if (slopeIsSteep && slideNormal.y > 0.0f) + { + // Do not move up the slope + slideNormal.y = 0.0f; + slideNormal.Normalize(); + } + + // Vector to slide along the obstacle + Vector3 project = Vector3.Cross(direction, slideNormal); + project = Vector3.Cross(slideNormal, project); + + if (slopeIsSteep && project.y > 0.0f) + { + // Do not move up the slope + project.y = 0.0f; + } + + project.Normalize(); + + // Slide along the obstacle + bool isWallSlowingDown = slowAgainstWalls && minSlowAgainstWallsAngle < 90.0f; + + if (isWallSlowingDown) + { + // Factor used to perform a slow down against the walls. + float invRescaleFactor = 1 / Mathf.Cos(minSlowAgainstWallsAngle * Mathf.Deg2Rad); + + // Cosine of angle between the movement direction and the tangent is equivalent to the sin of + // the angle between the movement direction and the normal, which is the sliding component of + // our movement. + float cosine = Vector3.Dot(project, direction); + float slowDownFactor = Mathf.Clamp01(cosine * invRescaleFactor); + + moveVector = project * (remainingDistance * slowDownFactor); + } + else + { + // No slow down, keep the same speed even against walls. + moveVector = project * remainingDistance; + } + } + else + { + // Stop current move loop vector + moveVector = Vector3.zero; + } + + if (direction.y < 0.0f && Mathf.Approximately(direction.x, 0.0f) && Mathf.Approximately(direction.z, 0.0f)) + { + // This is used by the sliding down slopes + m_DownCollisionNormal = hitNormal; + } + } + + // Check for collision penetration, then try to de-penetrate if there is collision. + bool Depenetrate(ref Vector3 currentPosition) + { + float distance; + Vector3 direction; + if (GetPenetrationInfo(out distance, out direction, currentPosition)) + { + MovePosition(direction * distance, null, null, ref currentPosition); + return true; + } + + return false; + } + + // Get direction and distance to move out of the obstacle. + // getDistance: Get distance to move out of the obstacle. + // getDirection: Get direction to move out of the obstacle. + // currentPosition: position of the character + // includeSkinWidth: Include the skin width in the test? + // offsetPosition: Offset position, if we want to test somewhere relative to the capsule's position. + // hitInfo: The hit info. + bool GetPenetrationInfo(out float getDistance, out Vector3 getDirection, + Vector3 currentPosition, + bool includeSkinWidth = true, + Vector3? offsetPosition = null, + RaycastHit? hitInfo = null) + { + getDistance = 0.0f; + getDirection = Vector3.zero; + + Vector3 offset = offsetPosition != null ? offsetPosition.Value : Vector3.zero; + float tempSkinWidth = includeSkinWidth ? skinWidth : 0.0f; + int overlapCount = Physics.OverlapCapsuleNonAlloc(Helpers.GetTopSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offset, + Helpers.GetBottomSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offset, + scaledRadius + tempSkinWidth, + m_PenetrationInfoColliders, + collisionLayerMask, + triggerQuery); + if (overlapCount <= 0 || m_PenetrationInfoColliders.Length <= 0) + { + return false; + } + + bool result = false; + Vector3 localPos = Vector3.zero; + for (int i = 0; i < overlapCount; i++) + { + Collider col = m_PenetrationInfoColliders[i]; + if (col == null) + { + break; + } + + Vector3 direction; + float distance; + Transform colliderTransform = col.transform; + if (ComputePenetration(offset, + col, colliderTransform.position, colliderTransform.rotation, + out direction, out distance, includeSkinWidth, currentPosition)) + { + localPos += direction * (distance + k_CollisionOffset); + result = true; + } + else if (hitInfo != null && hitInfo.Value.collider == col) + { + // We can use the hit normal to push away from the collider, because CapsuleCast generally returns a normal + // that pushes away from the collider. + localPos += hitInfo.Value.normal * k_CollisionOffset; + result = true; + } + } + + if (result) + { + getDistance = localPos.magnitude; + getDirection = localPos.normalized; + } + + return result; + } + + // Check if any colliders overlap the capsule. + // includeSkinWidth: Include the skin width in the test? + // offsetPosition: Offset position, if we want to test somewhere relative to the capsule's position. + bool CheckCapsule(Vector3 currentPosition, bool includeSkinWidth = true, + Vector3? offsetPosition = null) + { + Vector3 offset = offsetPosition != null ? offsetPosition.Value : Vector3.zero; + float tempSkinWidth = includeSkinWidth ? skinWidth : 0; + return Physics.CheckCapsule(Helpers.GetTopSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offset, + Helpers.GetBottomSphereWorldPosition(currentPosition, transformedCenter, scaledRadius, scaledHeight) + offset, + scaledRadius + tempSkinWidth, + collisionLayerMask, + triggerQuery); + } + + // Move the capsule position. + // moveVector: Move vector. + // collideDirection: Direction we encountered collision. Null if no collision. + // hitInfo: Hit info of the collision. Null if no collision. + // currentPosition: position of the character + void MovePosition(Vector3 moveVector, Vector3? collideDirection, RaycastHit? hitInfo, ref Vector3 currentPosition) + { + if (moveVector.sqrMagnitude.NotEqualToZero()) + { + currentPosition += moveVector; + } + + if (collideDirection != null && hitInfo != null) + { + UpdateCollisionInfo(collideDirection.Value, hitInfo.Value, currentPosition); + } + } + + // Update the collision flags and info. + // direction: The direction moved. + // hitInfo: The hit info of the collision. + // currentPosition: position of the character + void UpdateCollisionInfo(Vector3 direction, RaycastHit? hitInfo, Vector3 currentPosition) + { + if (direction.x.NotEqualToZero() || direction.z.NotEqualToZero()) + { + collisionFlags |= CollisionFlags.Sides; + } + + if (direction.y > 0.0f) + { + collisionFlags |= CollisionFlags.CollidedAbove; + } + else if (direction.y < 0.0f) + { + collisionFlags |= CollisionFlags.CollidedBelow; + } + + m_StuckInfo.hitCount++; + + if (hitInfo != null) + { + Collider collider = hitInfo.Value.collider; + + // We only care about the first collision with a collider + if (!m_CollisionInfoDictionary.ContainsKey(collider)) + { + Vector3 moved = currentPosition - m_StartPosition; + CollisionInfo newCollisionInfo = new CollisionInfo(this, hitInfo.Value, direction, moved.magnitude); + m_CollisionInfoDictionary.Add(collider, newCollisionInfo); + } + } + } + + // do different casts downwards to find the best slope normal + bool CastForSlopeNormal(out Vector3 slopeNormal) + { + + // sphere down to hit slope + RaycastHit hitInfoSphere; + if (!SmallSphereCast(Vector3.down, + skinWidth + k_SlideDownSlopeTestDistance, + out hitInfoSphere, + Vector3.zero, + true, transform.position)) + { + // no slope found, not sliding anymore + slopeNormal = Vector3.zero; + return false; + } + + RaycastHit hitInfoRay; + Vector3 rayOrigin = Helpers.GetBottomSphereWorldPosition(transform.position, transformedCenter, scaledRadius, scaledHeight); + Vector3 rayDirection = hitInfoSphere.point - rayOrigin; + + // there is a slope below us. + // let's raycast again for a more accurate normal than spherecast/capsulecast + if (Physics.Raycast(rayOrigin, + rayDirection, + out hitInfoRay, + rayDirection.magnitude * k_RaycastScaleDistance, + collisionLayerMask, + triggerQuery) && + hitInfoRay.collider == hitInfoSphere.collider) + { + // raycast hit something, so we have a more accurate normal now + slopeNormal = hitInfoRay.normal; + } + else + { + // raycast hit nothing. let's keep the first normal. + slopeNormal = hitInfoSphere.normal; + } + return true; + } + + // get best slope normal from either: + // * reusing last move's down collision normal IF sliding already + // * or casting for slope normal if NOT sliding yet + bool ReuseOrCastForSlopeNormal(out Vector3 slopeNormal) + { + // if we are about to slide, or currently sliding, then we already + // moved down and collided with the slope's surface. in that case, + // simply reuse the normal instead of casting again. + // IMPORTANT: we are NOT on a slope surface if state == Stopped! + bool onSlopeSurface = slidingState == SlidingState.STARTING || + slidingState == SlidingState.SLIDING; + if (onSlopeSurface && m_DownCollisionNormal != null) + { + slopeNormal = m_DownCollisionNormal.Value; + return true; + } + // otherwise sphere/raycast to find a really good slope normal + else if (CastForSlopeNormal(out slopeNormal)) + { + return true; + } + // no slope found + return false; + } + + public static bool IsSlideableAngle(float slopeAngle, float slopeLimit) + { + // needs to be between slopeLimit (to start sliding) and maxSlide + // (to stop sliding) + return slopeLimit <= slopeAngle && slopeAngle < k_MaxSlideAngle; + } + + // calculate y (down) component of slide move + public static float CalculateSlideVerticalVelocity(Vector3 slopeNormal, float slidingTime, float slideGravityMultiplier, float slideMaxSpeed) + { + // calculate slope angle + float slopeAngle = Vector3.Angle(Vector3.up, slopeNormal); + + // Speed increases as slope angle increases + float slideSpeedScale = Mathf.Clamp01(slopeAngle / k_MaxSlideAngle); + + // gravity depends on Physics.gravity and how steep the slide is + float gravity = Mathf.Abs(Physics.gravity.y) * slideGravityMultiplier * slideSpeedScale; + + // Apply gravity and slide along the obstacle + // -> multiplied by slidingTime so it gets faster the longer we slide + return -Mathf.Clamp(gravity * slidingTime, 0, Mathf.Abs(slideMaxSpeed)); + } + + // helper function to do the actual sliding move + // returns true if we did slide. false otherwise. + bool DoSlideMove(Vector3 slopeNormal, float slidingTimeElapsed) + { + // calculate slide velocity Y based on parameters + float velocityY = CalculateSlideVerticalVelocity(slopeNormal, slidingTimeElapsed, slideGravityMultiplier, slideMaxSpeed); + + // multiply with deltaTime so it's frame rate independent + velocityY *= Time.deltaTime; + + // Push slightly away from the slope + // => not multiplied by deltaTime because we stay away 'pushDistance' + // from the slope surface at all times + Vector3 push = new Vector3(slopeNormal.x, 0, slopeNormal.z).normalized * k_PushAwayFromSlopeDistance; + Vector3 moveVector = new Vector3(push.x, velocityY, push.z); + + // Preserve collision flags and velocity. Because user expects them to only be set when manually calling Move/SimpleMove. + CollisionFlags oldCollisionFlags = collisionFlags; + Vector3 oldVelocity = velocity; + + // move along the slope + bool didSlide = true; + MoveInternal(moveVector, true, true, true); + if ((collisionFlags & CollisionFlags.CollidedSides) != 0) + { + // Stop sliding when hit something on the side + didSlide = false; + } + + // restore collision flags and velocity + collisionFlags = oldCollisionFlags; + velocity = oldVelocity; + + // return result + return didSlide; + } + + // sliding FSM state update + SlidingState UpdateSlidingNONE() + { + // find slope normal by reusing or casting for a new one + // AND check if valid angle + if (ReuseOrCastForSlopeNormal(out Vector3 slopeNormal) && + IsSlideableAngle(Vector3.Angle(Vector3.up, slopeNormal), slopeLimit)) + { + // we are definitely on a slide. + // sometimes, we are running over tiny slides, but we + // shouldn't immediately start sliding every time. + // only after a 'slideStartTime' + // (originally slideStartTime was completely ignored. + // this fixes it.) + //Debug.Log("Considering sliding for slope with angle: " + Vector3.Angle(Vector3.up, slopeNormal)); + slidingStartedTime = Time.time; + return SlidingState.STARTING; + } + // if none is found, then we just aren't sliding + else return SlidingState.NONE; + } + + // sliding FSM state update + SlidingState UpdateSlidingSTARTING() + { + // find slope normal by reusing or casting for a new one + // AND check if valid angle + if (ReuseOrCastForSlopeNormal(out Vector3 slopeNormal) && + IsSlideableAngle(Vector3.Angle(Vector3.up, slopeNormal), slopeLimit)) + { + // we are still on a slope that will cause sliding. + // but wait until start time has elapsed. + if (Time.time >= slidingStartedTime + slideStartDelay) + { + // actually start sliding in the next frame + //Debug.LogWarning("Starting sliding for slope with angle: " + Vector3.Angle(Vector3.up, slopeNormal) + " after on it for " + slideStartDelay + " seconds"); + return SlidingState.SLIDING; + } + // otherwise wait a little longer + else return SlidingState.STARTING; + } + // if none is found, then we briefly walked over a slope, but not + // long enough to actually start sliding + else + { + return SlidingState.NONE; + } + } + + // sliding FSM state update + SlidingState UpdateSlidingSLIDING() + { + // find slope normal by reusing or casting for a new one + // AND check if valid angle + if (ReuseOrCastForSlopeNormal(out Vector3 slopeNormal) && + IsSlideableAngle(Vector3.Angle(Vector3.up, slopeNormal), slopeLimit)) + { + // Pro tip: Here you can also use the friction of the physics material of the slope, to adjust the slide speed. + + // find out how long we have been sliding for. + // speed gets faster the longer we have been sliding. + float slidingTimeElapsed = Time.time - slidingStartedTime; + + // do the slide move + // if we slided, then keep sliding + if (DoSlideMove(slopeNormal, slidingTimeElapsed)) + { + return SlidingState.SLIDING; + } + // if we collided on the side, we transition to stopping + else + { + slidingStoppedTime = Time.time; + return SlidingState.STOPPING; + } + } + // if none is found, then we transition to stopping + else + { + //Debug.LogWarning("Sliding->Stopping"); + slidingStoppedTime = Time.time; + return SlidingState.STOPPING; + } + } + + // sliding FSM state update + SlidingState UpdateSlidingSTOPPING() + { + // find slope normal by reusing or casting for a new one + // AND check if valid angle + if (ReuseOrCastForSlopeNormal(out Vector3 slopeNormal) && + IsSlideableAngle(Vector3.Angle(Vector3.up, slopeNormal), slopeLimit)) + { + // we found a new one even though we were about to stop. + // in that case, continue sliding in the next frame. + return SlidingState.SLIDING; + } + // not on a slope and enough time elapsed to stop? + // this is necessary for two reason: + // * so we don't immediately stop to slide when sliding over a + // tiny flat surface + // * so we don't allow jumping immediately after sliding, which + // is useful in some games. + else if (Time.time >= slidingStoppedTime + slideStopDelay) + { + //Debug.LogWarning("Stopping sliding after not on a slope for " + slideStopDelay + " seconds"); + return SlidingState.NONE; + } + // not on a slope, but not enough time elapsed. + // wait a little longer. + else + { + return SlidingState.STOPPING; + } + } + + // Auto-slide down steep slopes. + void UpdateSlideDownSlopes() + { + // only if sliding feature enabled, and if on ground + if (!slideDownSlopes || !isGrounded) + { + slidingState = SlidingState.NONE; + return; + } + + // sliding mechanics are complex. we need a state machine to keep + // it simple, understandable and modifiable. + // (previously it used complex if/else cases, which were hard to + // understand and hard to modify/debug) + if (slidingState == SlidingState.NONE) slidingState = UpdateSlidingNONE(); + else if (slidingState == SlidingState.STARTING) slidingState = UpdateSlidingSTARTING(); + else if (slidingState == SlidingState.SLIDING) slidingState = UpdateSlidingSLIDING(); + else if (slidingState == SlidingState.STOPPING) slidingState = UpdateSlidingSTOPPING(); + else Debug.LogError("Unhandled sliding state: " + slidingState); + } + + // Sets the playerRootTransform's localPosition to the rootTransformOffset + void SetRootToOffset() + { + if (playerRootTransform != null) + { + playerRootTransform.localPosition = rootTransformOffset; + } + } + } +} \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/CharacterController2k.cs.meta b/Assets/Mirror/Examples/_Common/CharacterController2k/CharacterController2k.cs.meta new file mode 100644 index 000000000..86efd442f --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/CharacterController2k.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 29d02e23dd78c434baee064aae1caed9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/CollisionInfo.cs b/Assets/Mirror/Examples/_Common/CharacterController2k/CollisionInfo.cs new file mode 100644 index 000000000..bb9ff543c --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/CollisionInfo.cs @@ -0,0 +1,56 @@ +using UnityEngine; + +namespace Controller2k +{ + // Collision info used by the OpenCharacterController and sent to the OnOpenCharacterControllerHit message. + public struct CollisionInfo + { + // The collider that was hit by the controller. + public readonly Collider collider; + + // The controller that hit the collider. + public readonly CharacterController2k controller; + + // The game object that was hit by the controller. + public readonly GameObject gameObject; + + // The direction the character Controller was moving in when the collision occured. + public readonly Vector3 moveDirection; + + // How far the character has travelled until it hit the collider. + public readonly float moveLength; + + // The normal of the surface we collided with in world space. + public readonly Vector3 normal; + + // The impact point in world space. + public readonly Vector3 point; + + // The rigidbody that was hit by the controller. + public readonly Rigidbody rigidbody; + + // The transform that was hit by the controller. + public readonly Transform transform; + + // Constructor + // openCharacterController: The character controller that hit. + // hitInfo: The hit info. + // directionMoved: Direction moved when collision occured. + // distanceMoved: How far the character has travelled until it hit the collider. + public CollisionInfo(CharacterController2k openCharacterController, + RaycastHit hitInfo, + Vector3 directionMoved, + float distanceMoved) + { + collider = hitInfo.collider; + controller = openCharacterController; + gameObject = hitInfo.collider.gameObject; + moveDirection = directionMoved; + moveLength = distanceMoved; + normal = hitInfo.normal; + point = hitInfo.point; + rigidbody = hitInfo.rigidbody; + transform = hitInfo.transform; + } + } +} \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/CollisionInfo.cs.meta b/Assets/Mirror/Examples/_Common/CharacterController2k/CollisionInfo.cs.meta new file mode 100644 index 000000000..205eccb72 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/CollisionInfo.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 2bce0b825e3445f3b49647a68f0f85ab +timeCreated: 1584448919 \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/Extensions.cs b/Assets/Mirror/Examples/_Common/CharacterController2k/Extensions.cs new file mode 100755 index 000000000..256e9b463 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/Extensions.cs @@ -0,0 +1,26 @@ +// CharacterController2k is based on Unity's OpenCharacterController, modified by vis2k, all rights reserved. +// +// ------------------------------------------------------------------------------------------------------------- +// Original License from: https://github.com/Unity-Technologies/Standard-Assets-Characters: +// Licensed under the Unity Companion License for Unity-dependent projects--see Unity Companion License. +// Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. +// +using UnityEngine; + +namespace Controller2k +{ + public static class Extensions + { + // Is floatA equal to zero? Takes floating point inaccuracy into account, by using Epsilon. + public static bool IsEqualToZero(this float floatA) + { + return Mathf.Abs(floatA) < Mathf.Epsilon; + } + + // Is floatA not equal to zero? Takes floating point inaccuracy into account, by using Epsilon. + public static bool NotEqualToZero(this float floatA) + { + return Mathf.Abs(floatA) > Mathf.Epsilon; + } + } +} \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/Extensions.cs.meta b/Assets/Mirror/Examples/_Common/CharacterController2k/Extensions.cs.meta new file mode 100644 index 000000000..6dc28932b --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/Extensions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 60075d32bcb8144eb8ac8b9a5f0964fe +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/Helpers.cs b/Assets/Mirror/Examples/_Common/CharacterController2k/Helpers.cs new file mode 100644 index 000000000..d107d89ec --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/Helpers.cs @@ -0,0 +1,55 @@ +using UnityEngine; + +namespace Controller2k +{ + public static class Helpers + { + // Get the top sphere's world position. + public static Vector3 GetTopSphereWorldPosition(Vector3 position, Vector3 transformedCenter, float scaledRadius, float scaledHeight) + { + Vector3 sphereOffsetY = Vector3.up * (scaledHeight / 2.0f - scaledRadius); + return position + transformedCenter + sphereOffsetY; + } + + // added to simulate collision checks for CanSetHeight/Center + // TODO can probably get rid of it and use the above function with proper parameters + public static Vector3 GetTopSphereWorldPositionSimulated(Transform transform, Vector3 center, float scaledRadius, float height) + { + float scaledHeight = height * transform.lossyScale.y; + Vector3 transformedCenter = transform.TransformVector(center); + return GetTopSphereWorldPosition(transform.position, transformedCenter, scaledRadius, scaledHeight); + } + + // Get the bottom sphere's world position. + public static Vector3 GetBottomSphereWorldPosition(Vector3 position, Vector3 transformedCenter, float scaledRadius, float scaledHeight) + { + Vector3 sphereOffsetY = Vector3.up * (scaledHeight / 2.0f - scaledRadius); + return position + transformedCenter - sphereOffsetY; + } + + // added to simulate collision checks for CanSetHeight/Center + // TODO can probably get rid of it and use the above function with proper parameters + public static Vector3 GetBottomSphereWorldPositionSimulated(Transform transform, Vector3 center, float scaledRadius, float height) + { + float scaledHeight = height * transform.lossyScale.y; + Vector3 transformedCenter = transform.TransformVector(center); + return GetBottomSphereWorldPosition(transform.position, transformedCenter, scaledRadius, scaledHeight); + } + + // Calculate a new center if the height changes and preserve the foot position. + public static Vector3 CalculateCenterWithSameFootPosition(Vector3 center, float height, float newHeight, float skinWidth) + { + float localFootY = center.y - (height / 2.0f + skinWidth); + float newCenterY = localFootY + (newHeight / 2.0f + skinWidth); + return new Vector3(center.x, newCenterY, center.z); + } + + // Is the movement vector almost zero (i.e. very small)? + public static bool IsMoveVectorAlmostZero(Vector3 moveVector, float smallThreshold) + { + return Mathf.Abs(moveVector.x) <= smallThreshold && + Mathf.Abs(moveVector.y) <= smallThreshold && + Mathf.Abs(moveVector.z) <= smallThreshold; + } + } +} \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/Helpers.cs.meta b/Assets/Mirror/Examples/_Common/CharacterController2k/Helpers.cs.meta new file mode 100644 index 000000000..ab24e3aa4 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/Helpers.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 5f775b01ec9694dd48d4f0fb917bae6a +timeCreated: 1584448919 \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/MoveVector.cs b/Assets/Mirror/Examples/_Common/CharacterController2k/MoveVector.cs new file mode 100644 index 000000000..4e3dc6709 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/MoveVector.cs @@ -0,0 +1,24 @@ +using UnityEngine; + +namespace Controller2k +{ + // A vector used by the OpenCharacterController. + public struct MoveVector + { + // The move vector. + // Note: This gets used up during the move loop, so will be zero by the end of the loop. + public Vector3 moveVector; + + // Can the movement slide along obstacles? + public bool canSlide; + + // Constructor. + // newMoveVector: The move vector. + // newCanSlide: Can the movement slide along obstacles? + public MoveVector(Vector3 newMoveVector, bool newCanSlide = true) + { + moveVector = newMoveVector; + canSlide = newCanSlide; + } + } +} \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/MoveVector.cs.meta b/Assets/Mirror/Examples/_Common/CharacterController2k/MoveVector.cs.meta new file mode 100644 index 000000000..d36f14217 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/MoveVector.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: f2e60d0f4bf94ed5a2dc010f693c75e6 +timeCreated: 1584449049 \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/StuckInfo.cs b/Assets/Mirror/Examples/_Common/CharacterController2k/StuckInfo.cs new file mode 100644 index 000000000..3d8ca1929 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/StuckInfo.cs @@ -0,0 +1,97 @@ +using UnityEngine; + +namespace Controller2k +{ + // Stuck info and logic used by the OpenCharacterController. + public class StuckInfo + { + // For keeping track of the character's position, to determine when the character gets stuck. + Vector3? stuckPosition; + + // Count how long the character is in the same position. + int stuckPositionCount; + + // If character's position does not change by more than this amount then we assume the character is stuck. + const float k_StuckDistance = 0.001f; + + // If character collided this number of times during the movement loop then test if character is stuck by examining the position + const int k_HitCountForStuck = 6; + + // Assume character is stuck if the position is the same for longer than this number of loop iterations + const int k_MaxStuckPositionCount = 1; + + // Is the character stuck in the current move loop iteration? + public bool isStuck; + + // Count the number of collisions during movement, to determine when the character gets stuck. + public int hitCount; + + // Called when the move loop starts. + public void OnMoveLoop() + { + hitCount = 0; + stuckPositionCount = 0; + stuckPosition = null; + isStuck = false; + } + + // Is the character stuck during the movement loop (e.g. bouncing between 2 or more colliders)? + // characterPosition: The character's position. + // currentMoveVector: Current move vector. + // originalMoveVector: Original move vector. + public bool UpdateStuck(Vector3 characterPosition, Vector3 currentMoveVector, + Vector3 originalMoveVector) + { + // First test + if (!isStuck) + { + // From Quake2: "if velocity is against the original velocity, stop dead to avoid tiny occilations in sloping corners" + if (currentMoveVector.sqrMagnitude.NotEqualToZero() && + Vector3.Dot(currentMoveVector, originalMoveVector) <= 0.0f) + { + isStuck = true; + } + } + + // Second test + if (!isStuck) + { + // Test if collided and while position remains the same + if (hitCount < k_HitCountForStuck) + { + return false; + } + + if (stuckPosition == null) + { + stuckPosition = characterPosition; + } + else if (Vector3.Distance(stuckPosition.Value, characterPosition) <= k_StuckDistance) + { + stuckPositionCount++; + if (stuckPositionCount > k_MaxStuckPositionCount) + { + isStuck = true; + } + } + else + { + stuckPositionCount = 0; + stuckPosition = null; + } + } + + if (isStuck) + { + isStuck = false; + hitCount = 0; + stuckPositionCount = 0; + stuckPosition = null; + + return true; + } + + return false; + } + } +} \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/CharacterController2k/StuckInfo.cs.meta b/Assets/Mirror/Examples/_Common/CharacterController2k/StuckInfo.cs.meta new file mode 100644 index 000000000..2f485a85b --- /dev/null +++ b/Assets/Mirror/Examples/_Common/CharacterController2k/StuckInfo.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: fed936502da948c4b94c434014c8852f +timeCreated: 1584449202 \ No newline at end of file diff --git a/Assets/Mirror/Examples/_Common/Models.meta b/Assets/Mirror/Examples/_Common/Models.meta new file mode 100644 index 000000000..35e8bd929 --- /dev/null +++ b/Assets/Mirror/Examples/_Common/Models.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 21e72b655a0704529a5cd44b30ce4476 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: