CharacterMotor_リジッドボディキャラクタ駆動
9527 ワード
using UnityEngine;
//this class holds movement functions for a rigidbody character such as player, enemy, npc..
//you can then call these functions from another script, in order to move the character
[RequireComponent(typeof(Rigidbody))]
public class CharacterMotor : MonoBehaviour
{
[HideInInspector]
public Vector3 currentSpeed;
[HideInInspector]
public float DistanceToTarget;
void Awake()
{
rigidbody.interpolation = RigidbodyInterpolation.Interpolate;// ,
rigidbody.constraints = RigidbodyConstraints.FreezeRotation;//
//
if(collider.material.name == "Default (Instance)")
{
PhysicMaterial pMat = new PhysicMaterial();
pMat.name = "Frictionless";
pMat.frictionCombine = PhysicMaterialCombine.Multiply;
pMat.bounceCombine = PhysicMaterialCombine.Multiply;
pMat.dynamicFriction = 0f;
pMat.staticFriction = 0f;
collider.material = pMat;
Debug.LogWarning("No physics material found for CharacterMotor, a frictionless one has been created and assigned", transform);
}
}
//move rigidbody to a target and return the bool "have we arrived?"
public bool MoveTo(Vector3 destination, float acceleration, float stopDistance, bool ignoreY)
{
Vector3 relativePos = (destination - transform.position);
if(ignoreY)
relativePos.y = 0;
//
DistanceToTarget = relativePos.magnitude;
//
if (DistanceToTarget <= stopDistance)
return true;
else
rigidbody.AddForce(relativePos.normalized * acceleration * Time.deltaTime, ForceMode.VelocityChange);
return false;
}
//rotates rigidbody to face its current velocity
public void RotateToVelocity(float turnSpeed, bool ignoreY)
{
Vector3 dir;
if(ignoreY)
dir = new Vector3(rigidbody.velocity.x, 0f, rigidbody.velocity.z);
else
dir = rigidbody.velocity; //
if (dir.magnitude > 0.1)
{
Quaternion dirQ = Quaternion.LookRotation (dir);
Quaternion slerp = Quaternion.Slerp (transform.rotation, dirQ, dir.magnitude * turnSpeed * Time.deltaTime);
rigidbody.MoveRotation(slerp);
}
}
//rotates rigidbody to a specific direction
public void RotateToDirection(Vector3 lookDir, float turnSpeed, bool ignoreY)
{
Vector3 characterPos = transform.position;
if(ignoreY)
{
characterPos.y = 0;
lookDir.y = 0;
}
Vector3 newDir = lookDir - characterPos;
Quaternion dirQ = Quaternion.LookRotation (newDir);
Quaternion slerp = Quaternion.Slerp (transform.rotation, dirQ, turnSpeed * Time.deltaTime);
rigidbody.MoveRotation (slerp);
}
// apply friction to rigidbody, and make sure it doesn't exceed its max speed
public void ManageSpeed(float deceleration, float maxSpeed, bool ignoreY)
{
currentSpeed = rigidbody.velocity;
if (ignoreY)
currentSpeed.y = 0;
if (currentSpeed.magnitude > 0)
{
rigidbody.AddForce ((currentSpeed * -1) * deceleration * Time.deltaTime, ForceMode.VelocityChange);
if (rigidbody.velocity.magnitude > maxSpeed)
rigidbody.AddForce ((currentSpeed * -1) * deceleration * Time.deltaTime, ForceMode.VelocityChange);
}
}
}
/* NOTE: ManageSpeed does a similar job to simply increasing the friction property of a rigidbodies "physics material"
* but this is unpredictable and can result in sluggish controls and things like gripping against walls as you walk/falls past them
* it's not ideal for gameplay, and so we use 0 friction physics materials and control friction ourselves with the ManageSpeed function instead */
/* NOTE: when you use MoveTo, make sure the stopping distance is something like 0.3 and not 0
* if it is 0, the object is likely to never truly reach the destination, and it will jitter on the spot as it
* attempts to move toward the destination vector but overshoots it each frame
*/