2025-01-30 17:20:27 +01:00

225 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.CharacterController;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Physics;
using Unity.Physics.Authoring;
using Unity.Physics.Extensions;
using Unity.Physics.Systems;
using Unity.Transforms;
using UnityEngine;
public struct ThirdPersonCharacterUpdateContext
{
// Here, you may add additional global data for your character updates, such as ComponentLookups, Singletons, NativeCollections, etc...
// The data you add here will be accessible in your character updates and all of your character "callbacks".
public void OnSystemCreate(ref SystemState state)
{
// Get lookups
}
public void OnSystemUpdate(ref SystemState state)
{
// Update lookups
}
}
public readonly partial struct ThirdPersonCharacterAspect : IAspect, IKinematicCharacterProcessor<ThirdPersonCharacterUpdateContext>
{
public readonly KinematicCharacterAspect CharacterAspect;
public readonly RefRW<ThirdPersonCharacterComponent> CharacterComponent;
public readonly RefRW<ThirdPersonCharacterControl> CharacterControl;
public void PhysicsUpdate(ref ThirdPersonCharacterUpdateContext context, ref KinematicCharacterUpdateContext baseContext)
{
ref ThirdPersonCharacterComponent characterComponent = ref CharacterComponent.ValueRW;
ref KinematicCharacterBody characterBody = ref CharacterAspect.CharacterBody.ValueRW;
ref float3 characterPosition = ref CharacterAspect.LocalTransform.ValueRW.Position;
// First phase of default character update
CharacterAspect.Update_Initialize(in this, ref context, ref baseContext, ref characterBody, baseContext.Time.DeltaTime);
CharacterAspect.Update_ParentMovement(in this, ref context, ref baseContext, ref characterBody, ref characterPosition, characterBody.WasGroundedBeforeCharacterUpdate);
CharacterAspect.Update_Grounding(in this, ref context, ref baseContext, ref characterBody, ref characterPosition);
// Update desired character velocity after grounding was detected, but before doing additional processing that depends on velocity
HandleVelocityControl(ref context, ref baseContext);
// Second phase of default character update
CharacterAspect.Update_PreventGroundingFromFutureSlopeChange(in this, ref context, ref baseContext, ref characterBody, in characterComponent.StepAndSlopeHandling);
CharacterAspect.Update_GroundPushing(in this, ref context, ref baseContext, characterComponent.Gravity);
CharacterAspect.Update_MovementAndDecollisions(in this, ref context, ref baseContext, ref characterBody, ref characterPosition);
CharacterAspect.Update_MovingPlatformDetection(ref baseContext, ref characterBody);
CharacterAspect.Update_ParentMomentum(ref baseContext, ref characterBody);
CharacterAspect.Update_ProcessStatefulCharacterHits();
}
private void HandleVelocityControl(ref ThirdPersonCharacterUpdateContext context, ref KinematicCharacterUpdateContext baseContext)
{
float deltaTime = baseContext.Time.DeltaTime;
ref KinematicCharacterBody characterBody = ref CharacterAspect.CharacterBody.ValueRW;
ref ThirdPersonCharacterComponent characterComponent = ref CharacterComponent.ValueRW;
ref ThirdPersonCharacterControl characterControl = ref CharacterControl.ValueRW;
// Rotate move input and velocity to take into account parent rotation
if(characterBody.ParentEntity != Entity.Null)
{
characterControl.MoveVector = math.rotate(characterBody.RotationFromParent, characterControl.MoveVector);
characterBody.RelativeVelocity = math.rotate(characterBody.RotationFromParent, characterBody.RelativeVelocity);
}
if (characterBody.IsGrounded)
{
// Move on ground
float3 targetVelocity = characterControl.MoveVector * characterComponent.GroundMaxSpeed;
CharacterControlUtilities.StandardGroundMove_Interpolated(ref characterBody.RelativeVelocity, targetVelocity, characterComponent.GroundedMovementSharpness, deltaTime, characterBody.GroundingUp, characterBody.GroundHit.Normal);
// Jump
if (characterControl.Jump)
{
CharacterControlUtilities.StandardJump(ref characterBody, characterBody.GroundingUp * characterComponent.JumpSpeed, true, characterBody.GroundingUp);
}
}
else
{
// Move in air
float3 airAcceleration = characterControl.MoveVector * characterComponent.AirAcceleration;
if (math.lengthsq(airAcceleration) > 0f)
{
float3 tmpVelocity = characterBody.RelativeVelocity;
CharacterControlUtilities.StandardAirMove(ref characterBody.RelativeVelocity, airAcceleration, characterComponent.AirMaxSpeed, characterBody.GroundingUp, deltaTime, false);
// Cancel air acceleration from input if we would hit a non-grounded surface (prevents air-climbing slopes at high air accelerations)
if (characterComponent.PreventAirAccelerationAgainstUngroundedHits && CharacterAspect.MovementWouldHitNonGroundedObstruction(in this, ref context, ref baseContext, characterBody.RelativeVelocity * deltaTime, out ColliderCastHit hit))
{
characterBody.RelativeVelocity = tmpVelocity;
}
}
// Gravity
CharacterControlUtilities.AccelerateVelocity(ref characterBody.RelativeVelocity, characterComponent.Gravity, deltaTime);
// Drag
CharacterControlUtilities.ApplyDragToVelocity(ref characterBody.RelativeVelocity, deltaTime, characterComponent.AirDrag);
}
}
public void VariableUpdate(ref ThirdPersonCharacterUpdateContext context, ref KinematicCharacterUpdateContext baseContext)
{
ref KinematicCharacterBody characterBody = ref CharacterAspect.CharacterBody.ValueRW;
ref ThirdPersonCharacterComponent characterComponent = ref CharacterComponent.ValueRW;
ref ThirdPersonCharacterControl characterControl = ref CharacterControl.ValueRW;
ref quaternion characterRotation = ref CharacterAspect.LocalTransform.ValueRW.Rotation;
// Add rotation from parent body to the character rotation
// (this is for allowing a rotating moving platform to rotate your character as well, and handle interpolation properly)
KinematicCharacterUtilities.AddVariableRateRotationFromFixedRateRotation(ref characterRotation, characterBody.RotationFromParent, baseContext.Time.DeltaTime, characterBody.LastPhysicsUpdateDeltaTime);
// Rotate towards move direction
if (math.lengthsq(characterControl.MoveVector) > 0f)
{
CharacterControlUtilities.SlerpRotationTowardsDirectionAroundUp(ref characterRotation, baseContext.Time.DeltaTime, math.normalizesafe(characterControl.MoveVector), MathUtilities.GetUpFromRotation(characterRotation), characterComponent.RotationSharpness);
}
}
#region Character Processor Callbacks
public void UpdateGroundingUp(
ref ThirdPersonCharacterUpdateContext context,
ref KinematicCharacterUpdateContext baseContext)
{
ref KinematicCharacterBody characterBody = ref CharacterAspect.CharacterBody.ValueRW;
CharacterAspect.Default_UpdateGroundingUp(ref characterBody);
}
public bool CanCollideWithHit(
ref ThirdPersonCharacterUpdateContext context,
ref KinematicCharacterUpdateContext baseContext,
in BasicHit hit)
{
return PhysicsUtilities.IsCollidable(hit.Material);
}
public bool IsGroundedOnHit(
ref ThirdPersonCharacterUpdateContext context,
ref KinematicCharacterUpdateContext baseContext,
in BasicHit hit,
int groundingEvaluationType)
{
ThirdPersonCharacterComponent characterComponent = CharacterComponent.ValueRO;
return CharacterAspect.Default_IsGroundedOnHit(
in this,
ref context,
ref baseContext,
in hit,
in characterComponent.StepAndSlopeHandling,
groundingEvaluationType);
}
public void OnMovementHit(
ref ThirdPersonCharacterUpdateContext context,
ref KinematicCharacterUpdateContext baseContext,
ref KinematicCharacterHit hit,
ref float3 remainingMovementDirection,
ref float remainingMovementLength,
float3 originalVelocityDirection,
float hitDistance)
{
ref KinematicCharacterBody characterBody = ref CharacterAspect.CharacterBody.ValueRW;
ref float3 characterPosition = ref CharacterAspect.LocalTransform.ValueRW.Position;
ThirdPersonCharacterComponent characterComponent = CharacterComponent.ValueRO;
CharacterAspect.Default_OnMovementHit(
in this,
ref context,
ref baseContext,
ref characterBody,
ref characterPosition,
ref hit,
ref remainingMovementDirection,
ref remainingMovementLength,
originalVelocityDirection,
hitDistance,
characterComponent.StepAndSlopeHandling.StepHandling,
characterComponent.StepAndSlopeHandling.MaxStepHeight,
characterComponent.StepAndSlopeHandling.CharacterWidthForStepGroundingCheck);
}
public void OverrideDynamicHitMasses(
ref ThirdPersonCharacterUpdateContext context,
ref KinematicCharacterUpdateContext baseContext,
ref PhysicsMass characterMass,
ref PhysicsMass otherMass,
BasicHit hit)
{
// Custom mass overrides
}
public void ProjectVelocityOnHits(
ref ThirdPersonCharacterUpdateContext context,
ref KinematicCharacterUpdateContext baseContext,
ref float3 velocity,
ref bool characterIsGrounded,
ref BasicHit characterGroundHit,
in DynamicBuffer<KinematicVelocityProjectionHit> velocityProjectionHits,
float3 originalVelocityDirection)
{
ThirdPersonCharacterComponent characterComponent = CharacterComponent.ValueRO;
CharacterAspect.Default_ProjectVelocityOnHits(
ref velocity,
ref characterIsGrounded,
ref characterGroundHit,
in velocityProjectionHits,
originalVelocityDirection,
characterComponent.StepAndSlopeHandling.ConstrainVelocityToGroundPlane);
}
#endregion
}