158 lines
6.0 KiB
C#
158 lines
6.0 KiB
C#
using UnityEngine;
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namespace Pathfinding.Examples {
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using Pathfinding.Util;
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/// <summary>
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/// Example of how to use Mecanim with the included movement scripts.
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///
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/// This script will use Mecanim to apply root motion to move the character
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/// instead of allowing the movement script to do the movement.
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///
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/// It assumes that the Mecanim controller uses 3 input variables
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/// - InputMagnitude which is simply 1 when the character should be moving and 0 when it should stop.
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/// - X which is component of the desired movement direction along the left/right axis.
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/// - Y which is component of the desired movement direction along the forward/backward axis.
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///
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/// It works with AIPath and RichAI.
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///
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/// See: <see cref="Pathfinding.IAstarAI"/>
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/// See: <see cref="Pathfinding.AIPath"/>
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/// See: <see cref="Pathfinding.RichAI"/>
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/// </summary>
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[HelpURL("https://arongranberg.com/astar/documentation/stable/class_pathfinding_1_1_examples_1_1_mecanim_bridge.php")]
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public class MecanimBridge : VersionedMonoBehaviour {
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public float velocitySmoothing = 1;
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/// <summary>Cached reference to the movement script</summary>
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IAstarAI ai;
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/// <summary>Cached Animator component</summary>
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Animator anim;
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/// <summary>Cached Transform component</summary>
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Transform tr;
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Vector3 smoothedVelocity;
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/// <summary>Position of the left and right feet during the previous frame</summary>
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Vector3[] prevFootPos = new Vector3[2];
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/// <summary>Cached reference to the left and right feet</summary>
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Transform[] footTransforms;
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protected override void Awake () {
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base.Awake();
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ai = GetComponent<IAstarAI>();
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anim = GetComponent<Animator>();
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tr = transform;
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// Find the feet of the character
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footTransforms = new [] { anim.GetBoneTransform(HumanBodyBones.LeftFoot), anim.GetBoneTransform(HumanBodyBones.RightFoot) };
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}
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/// <summary>Update is called once per frame</summary>
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void Update () {
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var aiBase = ai as AIBase;
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aiBase.canMove = false;
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// aiBase.updatePosition = false;
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// aiBase.updateRotation = false;
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}
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/// <summary>Calculate position of the currently grounded foot</summary>
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Vector3 CalculateBlendPoint () {
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// Fall back to rotating around the transform position if no feet could be found
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if (footTransforms[0] == null || footTransforms[1] == null) return tr.position;
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var leftFootPos = footTransforms[0].position;
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var rightFootPos = footTransforms[1].position;
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// This is the same calculation that Unity uses for
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// Animator.pivotWeight and Animator.pivotPosition
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// but those properties do not work for all animations apparently.
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var footVelocity1 = (leftFootPos - prevFootPos[0]) / Time.deltaTime;
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var footVelocity2 = (rightFootPos - prevFootPos[1]) / Time.deltaTime;
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float denominator = footVelocity1.magnitude + footVelocity2.magnitude;
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var pivotWeight = denominator > 0 ? footVelocity1.magnitude / denominator : 0.5f;
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prevFootPos[0] = leftFootPos;
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prevFootPos[1] = rightFootPos;
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var pivotPosition = Vector3.Lerp(leftFootPos, rightFootPos, pivotWeight);
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return pivotPosition;
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}
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void OnAnimatorMove () {
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Vector3 nextPosition;
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Quaternion nextRotation;
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ai.MovementUpdate(Time.deltaTime, out nextPosition, out nextRotation);
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//var desiredVelocity = (ai.steeringTarget - tr.position).normalized * 2;//ai.desiredVelocity;
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var desiredVelocity = ai.desiredVelocity;
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var desiredVelocityWithoutGrav = desiredVelocity;
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desiredVelocityWithoutGrav.y = 0;
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anim.SetFloat("InputMagnitude", ai.reachedEndOfPath || desiredVelocityWithoutGrav.magnitude < 0.1f ? 0f : 1f);
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// Calculate the desired velocity relative to the character (+Z = forward, +X = right)
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var localDesiredVelocity = tr.InverseTransformDirection(desiredVelocityWithoutGrav);
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smoothedVelocity = Vector3.Lerp(smoothedVelocity, localDesiredVelocity, velocitySmoothing > 0 ? Time.deltaTime / velocitySmoothing : 1);
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if (smoothedVelocity.magnitude < 0.4f) {
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smoothedVelocity = smoothedVelocity.normalized * 0.4f;
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}
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anim.SetFloat("X", smoothedVelocity.x);
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anim.SetFloat("Y", smoothedVelocity.z);
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// The IAstarAI interface doesn't expose rotation speeds right now, so we have to do this ugly thing.
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// In case this is an unknown movement script, we fall back to a reasonable value.
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var rotationSpeed = 360f;
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if (ai is AIPath aipath) {
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rotationSpeed = aipath.rotationSpeed;
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} else if (ai is RichAI richai) {
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rotationSpeed = richai.rotationSpeed;
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}
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// Calculate how much the agent should rotate during this frame
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var newRot = RotateTowards(desiredVelocityWithoutGrav, Time.deltaTime * rotationSpeed);
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// Rotate the character around the currently grounded foot to prevent foot sliding
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nextPosition = ai.position;
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nextRotation = ai.rotation;
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nextPosition = RotatePointAround(nextPosition, CalculateBlendPoint(), newRot * Quaternion.Inverse(nextRotation));
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nextRotation = newRot;
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// Apply rotational root motion
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nextRotation = anim.deltaRotation * nextRotation;
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// Use gravity from the movement script, not from animation
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var deltaPos = anim.deltaPosition;
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deltaPos.y = desiredVelocity.y * Time.deltaTime;
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nextPosition += deltaPos;
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// Call the movement script to perform the final movement
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ai.FinalizeMovement(nextPosition, nextRotation);
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}
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static Vector3 RotatePointAround (Vector3 point, Vector3 around, Quaternion rotation) {
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return rotation * (point - around) + around;
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}
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/// <summary>
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/// Calculates a rotation closer to the desired direction.
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/// Returns: The new rotation for the character
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/// </summary>
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/// <param name="direction">Direction in the movement plane to rotate toward.</param>
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/// <param name="maxDegrees">Maximum number of degrees to rotate this frame.</param>
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protected virtual Quaternion RotateTowards (Vector3 direction, float maxDegrees) {
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if (direction != Vector3.zero) {
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Quaternion targetRotation = Quaternion.LookRotation(direction);
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return Quaternion.RotateTowards(tr.rotation, targetRotation, maxDegrees);
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} else {
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return tr.rotation;
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}
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}
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}
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}
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