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407 行
14 KiB
407 行
14 KiB
//Standardized movement controller for the Agent Cube
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using System;
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using Unity.Mathematics;
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using UnityEngine;
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namespace MLAgents
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{
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public class AgentCubeMovement : MonoBehaviour
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{
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//ONLY ALLOW SCRIPTED MOVEMENT VIA ML-AGENTS OR OTHER HEURISTIC SCRIPTS
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[Header("INPUT")]
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public bool allowHumanInput = true;
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// public DodgeBallAgentInput input;
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[Header("RIGIDBODY")] public float maxAngularVel = 50;
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[Header("RUNNING")] public ForceMode runningForceMode = ForceMode.Impulse;
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//speed agent can run if grounded
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public float agentRunSpeed = 10;
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public float agentTerminalVel = 20;
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//speed agent can run if not grounded
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public float agentRunInAirSpeed = 7f;
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[Header("STRAFE")]
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public float strafeSpeed = 10;
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public float strafeCoolDownDuration = .2f;
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public float strafeCoolDownTimer;
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public ForceMode strafeForceMode = ForceMode.Impulse;
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[Header("DASH")]
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public float dashBoostForce = 20f;
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public ForceMode dashForceMode = ForceMode.Impulse;
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public bool dashPressed;
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public float dashCoolDownDuration = .2f;
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public float dashCoolDownTimer;
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[Header("IDLE")]
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//coefficient used to dampen velocity when idle
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//the purpose of this is to fine tune agent drag
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//...and prevent the agent sliding around while grounded
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//0 means it will instantly stop when grounded
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//1 means no drag will be applied
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public float agentIdleDragVelCoeff = .9f;
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[Header("GROUND POUND")] public bool UseGroundPound;
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public ForceMode groundPoundForceMode = ForceMode.Impulse;
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public float groundPoundForce = 35f;
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[Header("SPIN ATTACK")]
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public float spinAttackSpeed = 20f;
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private bool spinAttack;
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public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 };
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[Header("BODY ROTATION")] public bool UseMouseRotation = true;
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public RotationAxes axes = RotationAxes.MouseXAndY;
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public float sensitivityX = 15F;
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public float sensitivityY = 15F;
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public float minimumX = -360F;
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public float maximumX = 360F;
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public float minimumY = -60F;
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public float maximumY = 60F;
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float rotationX = 0F;
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float rotationY = 0F;
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Quaternion originalRotation;
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[Header("BODY ROTATION")]
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public bool MatchCameraRotation;
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//body rotation speed
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public bool invertRotationIfWalkingBackwards = true;
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public float agentRotationSpeed = 35f;
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private Vector2 m_Rotation;
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[Header("JUMPING")] public bool canJump = true;
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//upward jump velocity magnitude
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public float agentJumpVelocity = 15f;
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[Header("FALLING FORCE")]
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//force applied to agent while falling
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public float agentFallingSpeed = 50f;
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[Header("ANIMATE MESH")] public bool AnimateBodyMesh;
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public AnimationCurve walkingBounceCurve;
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public float walkingAnimScale = 1;
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public Transform bodyMesh;
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private float m_animateBodyMeshCurveTimer;
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public Camera cam;
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private float lookDir;
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private Rigidbody rb;
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public AgentCubeGroundCheck groundCheck;
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private float inputH;
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private float inputV;
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private bool jump;
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void Awake()
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{
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rb = GetComponent<Rigidbody>();
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groundCheck = GetComponent<AgentCubeGroundCheck>();
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rb.maxAngularVelocity = maxAngularVel;
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originalRotation = transform.localRotation;
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}
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void Update()
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{
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if (!allowHumanInput)
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{
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return;
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}
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//FORWARD MOVEMENT
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inputV = Input.GetAxisRaw("Vertical");
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inputH = Input.GetAxisRaw("Horizontal");
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spinAttack = Input.GetKey(KeyCode.H);
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dashPressed = Input.GetKeyDown(KeyCode.K);
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jump = Input.GetKeyDown(KeyCode.Space);
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var camForward = cam.transform.forward;
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camForward.y = 0;
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var camRight = cam.transform.right;
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if (canJump && Input.GetKeyDown(KeyCode.Space))
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{
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if (groundCheck)
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{
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if (groundCheck.isGrounded)
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{
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Jump();
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}
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else if (UseGroundPound)
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{
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rb.AddForce(Vector3.down * groundPoundForce, groundPoundForceMode);
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}
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}
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}
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if (dashPressed)
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{
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// dashPressed = false;
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// rb.AddForce(rb.transform.forward * dashBoostForce, dashForceMode);
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rb.AddTorque(rb.transform.right * dashBoostForce, dashForceMode);
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print("dashPressed");
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}
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}
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public void RotateBody(float rotateAxis, float forwardAxis)
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{
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// var walkingBackwardsCoeff = 1;
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// if (invertRotationIfWalkingBackwards && forwardAxis < 0)
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// {
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// walkingBackwardsCoeff = -1;
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// }
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// var scaledRotateSpeed = agentRotationSpeed * Time.fixedDeltaTime;
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// var amount = Quaternion.Euler(0, rotateAxis * walkingBackwardsCoeff , 0);
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// var amount = Quaternion.Euler(0, rotateAxis * agentRotationSpeed * walkingBackwardsCoeff * Time.fixedDeltaTime, 0);
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var amount = Quaternion.Euler(0, rotateAxis * agentRotationSpeed * Time.fixedDeltaTime, 0);
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rb.rotation *= amount;
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// rb.MoveRotation(rb.rotation * amount);
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}
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public static float ClampAngle(float angle, float min, float max)
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{
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if (angle < -360F)
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angle += 360F;
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if (angle > 360F)
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angle -= 360F;
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return Mathf.Clamp(angle, min, max);
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}
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public void Look(float xRot = 0, float yRot = 0)
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{
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// Read the mouse input axis
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rotationX += xRot * sensitivityX;
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rotationY += yRot * sensitivityY;
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// rotationX += xRot * sensitivityX * Time.deltaTime;
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// rotationY += yRot * sensitivityY * Time.deltaTime;
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// rotationX += Input.GetAxis("Mouse X") * sensitivityX;
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// rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
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rotationX = ClampAngle(rotationX, minimumX, maximumX);
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rotationY = ClampAngle(rotationY, minimumY, maximumY);
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Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
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Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, -Vector3.right);
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transform.localRotation = originalRotation * xQuaternion * yQuaternion;
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// print("look");
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}
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public bool applyStandingForce = false;
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public float standingForce = 10;
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public ForceMode standingForceForceMode;
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public float standingForcePositionOffset = .5f;
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void FixedUpdate()
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{
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strafeCoolDownTimer += Time.fixedDeltaTime;
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dashCoolDownTimer += Time.fixedDeltaTime;
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if (groundCheck && !groundCheck.isGrounded)
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{
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AddFallingForce(rb);
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// print("AddFallingForce");
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}
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if (!allowHumanInput)
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{
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return;
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}
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if (UseMouseRotation)
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{
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if (axes == RotationAxes.MouseXAndY)
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{
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Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
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Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, -Vector3.right);
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transform.localRotation = originalRotation * xQuaternion * yQuaternion;
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}
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else if (axes == RotationAxes.MouseX)
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{
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// rotationX += Input.GetAxis("Mouse X") * sensitivityX;
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// rotationX = ClampAngle(rotationX, minimumX, maximumX);
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Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
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transform.localRotation = originalRotation * xQuaternion;
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}
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// else
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// {
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// // rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
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// // rotationY = ClampAngle(rotationY, minimumY, maximumY);
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//
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// Quaternion yQuaternion = Quaternion.AngleAxis(-rotationY, Vector3.right);
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// transform.localRotation = originalRotation * yQuaternion;
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// }
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}
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if (applyStandingForce)
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{
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//STANDING FORCES
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rb.AddForceAtPosition(Vector3.up * standingForce, transform.TransformPoint(Vector3.up * standingForcePositionOffset),
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standingForceForceMode);
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rb.AddForceAtPosition(-Vector3.up * standingForce, transform.TransformPoint(-Vector3.up * standingForcePositionOffset),
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standingForceForceMode);
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}
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if (spinAttack)
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{
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// rb.AddTorque(Vector3.up * spinAttackSpeed);
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rb.angularVelocity = Vector3.up * spinAttackSpeed;
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}
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var moveDir = transform.TransformDirection(new Vector3(inputH, 0, inputV));
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if (groundCheck.isGrounded)
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{
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RunOnGround(moveDir);
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}
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// else
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// {
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// RunInAir(dir.normalized);
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// }
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if (inputH == 0 && inputV == 0)
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{
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// if (groundCheck && groundCheck.isGrounded && !dashPressed)
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if (groundCheck && groundCheck.isGrounded)
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{
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AddIdleDrag(rb);
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// print("AddIdleDrag");
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}
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}
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}
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public void Jump()
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{
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Vector3 velToUse = rb.velocity;
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velToUse.y = agentJumpVelocity;
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rb.velocity = velToUse;
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}
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public void RotateBody(Rigidbody rb, Vector3 rotationAxis)
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{
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rb.MoveRotation(rb.rotation * Quaternion.AngleAxis(agentRotationSpeed, rotationAxis));
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}
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public void Strafe(Vector3 dir)
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{
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if (dir != Vector3.zero && strafeCoolDownTimer > strafeCoolDownDuration)
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{
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rb.velocity = Vector3.zero;
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rb.AddForce(dir.normalized * strafeSpeed, strafeForceMode);
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strafeCoolDownTimer = 0;
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}
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}
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public void Dash(Vector3 dir)
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{
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if (dir != Vector3.zero && dashCoolDownTimer > dashCoolDownDuration)
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{
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rb.velocity = Vector3.zero;
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rb.AddForce(dir.normalized * dashBoostForce, dashForceMode);
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dashCoolDownTimer = 0;
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}
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}
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public void RotateTowards(Vector3 dir, float maxRotationRate = 1)
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{
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if (dir != Vector3.zero)
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{
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var rot = Quaternion.LookRotation(dir);
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var smoothedRot = Quaternion.RotateTowards(rb.rotation, rot, maxRotationRate * Time.deltaTime);
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rb.MoveRotation(smoothedRot);
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// print($"rot {gameObject.name} {dir.normalized}");
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}
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}
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public void RunOnGround(Vector3 dir)
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{
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//ADD FORCE
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var vel = rb.velocity.magnitude;
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float adjustedSpeed = Mathf.Clamp(agentRunSpeed - vel, 0, agentTerminalVel);
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rb.AddForce(dir * adjustedSpeed, runningForceMode);
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//ANIMATE MESH
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if (dir == Vector3.zero)
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{
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if (AnimateBodyMesh)
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{
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bodyMesh.localPosition = Vector3.zero;
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}
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}
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else
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{
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if (AnimateBodyMesh)
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{
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bodyMesh.localPosition = Vector3.zero +
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Vector3.up * walkingAnimScale * walkingBounceCurve.Evaluate(
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m_animateBodyMeshCurveTimer);
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m_animateBodyMeshCurveTimer += Time.fixedDeltaTime;
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}
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}
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}
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public void RunOnGround(Rigidbody rb, Vector3 dir)
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{
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print(dir);
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if (dir == Vector3.zero)
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{
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if (AnimateBodyMesh)
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{
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bodyMesh.localPosition = Vector3.zero;
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}
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}
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else
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{
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var vel = rb.velocity.magnitude;
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float adjustedSpeed = Mathf.Clamp(agentRunSpeed - vel, 0, agentTerminalVel);
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// rb.AddForce(dir.normalized * adjustedSpeed, runningForceMode);
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rb.AddForce(dir * adjustedSpeed, runningForceMode);
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if (AnimateBodyMesh)
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{
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bodyMesh.localPosition = Vector3.zero +
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Vector3.up * walkingAnimScale * walkingBounceCurve.Evaluate(
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m_animateBodyMeshCurveTimer);
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m_animateBodyMeshCurveTimer += Time.fixedDeltaTime;
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}
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// rb.AddForceAtPosition(dir.normalized * adjustedSpeed,transform.TransformPoint(Vector3.forward * standingForcePositionOffset),
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// runningForceMode);
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}
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}
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public void RunInAir(Rigidbody rb, Vector3 dir)
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{
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var vel = rb.velocity.magnitude;
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float adjustedSpeed = Mathf.Clamp(agentRunInAirSpeed - vel, 0, agentTerminalVel);
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rb.AddForce(dir.normalized * adjustedSpeed,
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runningForceMode);
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}
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public void AddIdleDrag(Rigidbody rb)
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{
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rb.velocity *= agentIdleDragVelCoeff;
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}
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public void AddFallingForce(Rigidbody rb)
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{
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rb.AddForce(
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Vector3.down * agentFallingSpeed, ForceMode.Acceleration);
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}
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}
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}
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