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

 */