// Does this script currently respond to Input? var canControl = true; // The character will spawn at spawnPoint's position when needed. This could be changed via a script at runtime to implement, e.g. waypoints/savepoints. var spawnPoint : Transform; class PlatformerControllerMovement { // The speed when walking var walkSpeed = 3.0; // when pressing "Fire1" button (control) we start running var runSpeed = 10.0; var inAirControlAcceleration = 1.0; // The gravity for the character var gravity = 60.0; var maxFallSpeed = 20.0; // How fast does the character change speeds? Higher is faster. var speedSmoothing = 5.0; // This controls how fast the graphics of the character "turn around" when the player turns around using the controls. var rotationSmoothing = 10.0; // The current move direction in x-y. This will always been (1,0,0) or (-1,0,0) // The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view. Very handy for organization! @System.NonSerialized var direction = Vector3.zero; // The current vertical speed @System.NonSerialized var verticalSpeed = 0.0; // The current movement speed. This gets smoothed by speedSmoothing. @System.NonSerialized var speed = 0.0; // Is the user pressing the left or right movement keys? @System.NonSerialized var isMoving = false; // The last collision flags returned from controller.Move @System.NonSerialized var collisionFlags : CollisionFlags; // We will keep track of an approximation of the character's current velocity, so that we return it from GetVelocity () for our camera to use for prediction. @System.NonSerialized var velocity : Vector3; // This keeps track of our current velocity while we're not grounded? @System.NonSerialized var inAirVelocity = Vector3.zero; // This will keep track of how long we have we been in the air (not grounded) @System.NonSerialized var hangTime = 0.0; } var movement : PlatformerControllerMovement; // We will contain all the jumping related variables in one helper class for clarity. class PlatformerControllerJumping { // Can the character jump? var enabled = true; // How high do we jump when pressing jump and letting go immediately var height = 1.0; // We add extraHeight units (meters) on top when holding the button down longer while jumping var extraHeight = 4.1; // This prevents inordinarily too quick jumping // The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view. Very handy for organization! @System.NonSerialized var repeatTime = 0.05; @System.NonSerialized var timeout = 0.15; // Are we jumping? (Initiated with jump button and not grounded yet) @System.NonSerialized var jumping = false; @System.NonSerialized var reachedApex = false; // Last time the jump button was clicked down @System.NonSerialized var lastButtonTime = -10.0; // Last time we performed a jump @System.NonSerialized var lastTime = -1.0; // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.) @System.NonSerialized var lastStartHeight = 0.0; } var jump : PlatformerControllerJumping; private var controller : CharacterController; // Moving platform support. private var activePlatform : Transform; private var activeLocalPlatformPoint : Vector3; private var activeGlobalPlatformPoint : Vector3; private var lastPlatformVelocity : Vector3; // This is used to keep track of special effects in UpdateEffects (); private var areEmittersOn = false; function Awake () { movement.direction = transform.TransformDirection (Vector3.forward); controller = GetComponent (CharacterController); Spawn (); } function Spawn () { // reset the character's speed movement.verticalSpeed = 0.0; movement.speed = 0.0; // reset the character's position to the spawnPoint transform.position = spawnPoint.position; } function OnDeath () { Spawn (); } function UpdateSmoothedMovementDirection () { var h = Input.GetAxisRaw ("Horizontal"); if (!canControl) h = 0.0; movement.isMoving = Mathf.Abs (h) > 0.1; if (movement.isMoving) movement.direction = Vector3 (h, 0, 0); // Grounded controls if (controller.isGrounded) { // Smooth the speed based on the current target direction var curSmooth = movement.speedSmoothing * Time.deltaTime; // Choose target speed var targetSpeed = Mathf.Min (Mathf.Abs(h), 1.0); // Pick speed modifier if (Input.GetButton ("Fire2") && canControl) targetSpeed *= movement.runSpeed; else targetSpeed *= movement.walkSpeed; movement.speed = Mathf.Lerp (movement.speed, targetSpeed, curSmooth); movement.hangTime = 0.0; } else { // In air controls movement.hangTime += Time.deltaTime; if (movement.isMoving) movement.inAirVelocity += Vector3 (Mathf.Sign(h), 0, 0) * Time.deltaTime * movement.inAirControlAcceleration; } } function FixedUpdate () { // Make sure we are absolutely always in the 2D plane. transform.position.z = 0; } function ApplyJumping () { // Prevent jumping too fast after each other if (jump.lastTime + jump.repeatTime > Time.time) return; if (controller.isGrounded) { // Jump // - Only when pressing the button down // - With a timeout so you can press the button slightly before landing if (jump.enabled && Time.time < jump.lastButtonTime + jump.timeout) { movement.verticalSpeed = CalculateJumpVerticalSpeed (jump.height); movement.inAirVelocity = lastPlatformVelocity; SendMessage ("DidJump", SendMessageOptions.DontRequireReceiver); } } } function ApplyGravity () { // Apply gravity var jumpButton = Input.GetButton ("Jump"); if (!canControl) jumpButton = false; // When we reach the apex of the jump we send out a message if (jump.jumping && !jump.reachedApex && movement.verticalSpeed <= 0.0) { jump.reachedApex = true; SendMessage ("DidJumpReachApex", SendMessageOptions.DontRequireReceiver); } // * When jumping up we don't apply gravity for some time when the user is holding the jump button // This gives more control over jump height by pressing the button longer var extraPowerJump = jump.jumping && movement.verticalSpeed > 0.0 && jumpButton && transform.position.y < jump.lastStartHeight + jump.extraHeight && !IsTouchingCeiling (); if (extraPowerJump) return; else if (controller.isGrounded) movement.verticalSpeed = -movement.gravity * Time.deltaTime; else movement.verticalSpeed -= movement.gravity * Time.deltaTime; // Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity. movement.verticalSpeed = Mathf.Max (movement.verticalSpeed, -movement.maxFallSpeed); } function CalculateJumpVerticalSpeed (targetJumpHeight : float) { // From the jump height and gravity we deduce the upwards speed // for the character to reach at the apex. return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity); } function DidJump () { jump.jumping = true; jump.reachedApex = false; jump.lastTime = Time.time; jump.lastStartHeight = transform.position.y; jump.lastButtonTime = -10; } function UpdateEffects () { wereEmittersOn = areEmittersOn; areEmittersOn = jump.jumping && movement.verticalSpeed > 0.0; // By comparing the previous value of areEmittersOn to the new one, we will only update the particle emitters when needed if (wereEmittersOn != areEmittersOn) { for (var emitter in GetComponentsInChildren (ParticleEmitter)) { emitter.emit = areEmittersOn; } } } function Update () { if (Input.GetButtonDown ("Jump") && canControl) { jump.lastButtonTime = Time.time; } UpdateSmoothedMovementDirection(); // Apply gravity // - extra power jump modifies gravity ApplyGravity (); // Apply jumping logic ApplyJumping (); // Moving platform support if (activePlatform != null) { var newGlobalPlatformPoint = activePlatform.TransformPoint(activeLocalPlatformPoint); var moveDistance = (newGlobalPlatformPoint - activeGlobalPlatformPoint); transform.position = transform.position + moveDistance; lastPlatformVelocity = (newGlobalPlatformPoint - activeGlobalPlatformPoint) / Time.deltaTime; } else { lastPlatformVelocity = Vector3.zero; } activePlatform = null; // Save lastPosition for velocity calculation. lastPosition = transform.position; // Calculate actual motion var currentMovementOffset = movement.direction * movement.speed + Vector3 (0, movement.verticalSpeed, 0) + movement.inAirVelocity; // We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this. currentMovementOffset *= Time.deltaTime; // Move our character! movement.collisionFlags = controller.Move (currentMovementOffset); // Calculate the velocity based on the current and previous position. // This means our velocity will only be the amount the character actually moved as a result of collisions. movement.velocity = (transform.position - lastPosition) / Time.deltaTime; // Moving platforms support if (activePlatform != null) { activeGlobalPlatformPoint = transform.position; activeLocalPlatformPoint = activePlatform.InverseTransformPoint (transform.position); } // Set rotation to the move direction if (movement.direction.sqrMagnitude > 0.01) transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation (movement.direction), Time.deltaTime * movement.rotationSmoothing); // We are in jump mode but just became grounded if (controller.isGrounded) { movement.inAirVelocity = Vector3.zero; if (jump.jumping) { jump.jumping = false; SendMessage ("DidLand", SendMessageOptions.DontRequireReceiver); var jumpMoveDirection = movement.direction * movement.speed + movement.inAirVelocity; if (jumpMoveDirection.sqrMagnitude > 0.01) movement.direction = jumpMoveDirection.normalized; } } // Update special effects like rocket pack particle effects UpdateEffects (); } function OnControllerColliderHit (hit : ControllerColliderHit) { if (hit.moveDirection.y > 0.01) return; // Make sure we are really standing on a straight platform // Not on the underside of one and not falling down from it either! if (hit.moveDirection.y < -0.9 && hit.normal.y > 0.9) { activePlatform = hit.collider.transform; } } // Various helper functions below: function GetSpeed () { return movement.speed; } function GetVelocity () { return movement.velocity; } function IsMoving () { return movement.isMoving; } function IsJumping () { return jump.jumping; } function IsTouchingCeiling () { return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0; } function GetDirection () { return movement.direction; } function GetHangTime() { return movement.hangTime; } function Reset () { gameObject.tag = "Player"; } function SetControllable (controllable : boolean) { canControl = controllable; } // Require a character controller to be attached to the same game object @script RequireComponent (CharacterController) @script AddComponentMenu ("2D Platformer/Platformer Controller")