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Question by bundy2k6 · Apr 21, 2013 at 07:49 PM · animation3rd person controllercrouch

3rd person controller additional abilities

Hey guys. I am using the 3rd person controller script in Unity and everything is working well. I would like to add abilities like a crouch or a punch etc. Not very good at coding so I'm just wondering how I would add these abilities and how to trigger the relevant animation. Here's the script, thanks in advance!

 public var idleAnimation : AnimationClip;
 public var walkAnimation : AnimationClip;
 public var runAnimation : AnimationClip;
 public var jumpPoseAnimation : AnimationClip;z
 
 public var walkMaxAnimationSpeed : float = 0.75;
 public var trotMaxAnimationSpeed : float = 1.0;
 public var runMaxAnimationSpeed : float = 1.0;
 public var jumpAnimationSpeed : float = 1.15;
 public var landAnimationSpeed : float = 1.0;
 
 private var _animation : Animation;
 
 enum CharacterState {
     Idle = 0,
     Walking = 1,
     Trotting = 2,
     Running = 3,
     Jumping = 4,
 }
 
 private var _characterState : CharacterState;
 
 // The speed when walking
 var walkSpeed = 2.0;
 // after trotAfterSeconds of walking we trot with trotSpeed
 var trotSpeed = 4.0;
 // when pressing "Fire3" button (cmd) we start running
 var runSpeed = 6.0;
 
 var inAirControlAcceleration = 3.0;
 
 // How high do we jump when pressing jump and letting go immediately
 var jumpHeight = 0.5;
 
 // The gravity for the character
 var gravity = 20.0;
 // The gravity in controlled descent mode
 var speedSmoothing = 10.0;
 var rotateSpeed = 500.0;
 var trotAfterSeconds = 3.0;
 
 var canJump = true;
 
 private var jumpRepeatTime = 0.05;
 private var jumpTimeout = 0.15;
 private var groundedTimeout = 0.25;
 
 // The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.
 private var lockCameraTimer = 0.0;
 
 // The current move direction in x-z
 private var moveDirection = Vector3.zero;
 // The current vertical speed
 private var verticalSpeed = 0.0;
 // The current x-z move speed
 private var moveSpeed = 0.0;
 
 // The last collision flags returned from controller.Move
 private var collisionFlags : CollisionFlags; 
 
 // Are we jumping? (Initiated with jump button and not grounded yet)
 private var jumping = false;
 private var jumpingReachedApex = false;
 
 // Are we moving backwards (This locks the camera to not do a 180 degree spin)
 private var movingBack = false;
 // Is the user pressing any keys?
 private var isMoving = false;
 // When did the user start walking (Used for going into trot after a while)
 private var walkTimeStart = 0.0;
 // Last time the jump button was clicked down
 private var lastJumpButtonTime = -10.0;
 // Last time we performed a jump
 private var lastJumpTime = -1.0;
 
 
 // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
 private var lastJumpStartHeight = 0.0;
 
 
 private var inAirVelocity = Vector3.zero;
 
 private var lastGroundedTime = 0.0;
 
 
 private var isControllable = true;
 
 function Awake ()
 {
     moveDirection = transform.TransformDirection(Vector3.forward);
     
     _animation = GetComponent(Animation);
     if(!_animation)
         Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
     
     /*
 public var idleAnimation : AnimationClip;
 public var walkAnimation : AnimationClip;
 public var runAnimation : AnimationClip;
 public var jumpPoseAnimation : AnimationClip;    
     */
     if(!idleAnimation) {
         _animation = null;
         Debug.Log("No idle animation found. Turning off animations.");
     }
     if(!walkAnimation) {
         _animation = null;
         Debug.Log("No walk animation found. Turning off animations.");
     }
     if(!runAnimation) {
         _animation = null;
         Debug.Log("No run animation found. Turning off animations.");
     }
     if(!jumpPoseAnimation && canJump) {
         _animation = null;
         Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
     }
             
 }
 
 
 function UpdateSmoothedMovementDirection ()
 {
     var cameraTransform = Camera.main.transform;
     var grounded = IsGrounded();
     
     // Forward vector relative to the camera along the x-z plane    
     var forward = cameraTransform.TransformDirection(Vector3.forward);
     forward.y = 0;
     forward = forward.normalized;
 
     // Right vector relative to the camera
     // Always orthogonal to the forward vector
     var right = Vector3(forward.z, 0, -forward.x);
 
     var v = Input.GetAxisRaw("Vertical");
     var h = Input.GetAxisRaw("Horizontal");
 
     // Are we moving backwards or looking backwards
     if (v < -0.2)
         movingBack = true;
     else
         movingBack = false;
     
     var wasMoving = isMoving;
     isMoving = Mathf.Abs (h) > 0.1 || Mathf.Abs (v) > 0.1;
         
     // Target direction relative to the camera
     var targetDirection = h * right + v * forward;
     
     // Grounded controls
     if (grounded)
     {
         // Lock camera for short period when transitioning moving & standing still
         lockCameraTimer += Time.deltaTime;
         if (isMoving != wasMoving)
             lockCameraTimer = 0.0;
 
         // We store speed and direction seperately,
         // so that when the character stands still we still have a valid forward direction
         // moveDirection is always normalized, and we only update it if there is user input.
         if (targetDirection != Vector3.zero)
         {
             // If we are really slow, just snap to the target direction
             if (moveSpeed < walkSpeed * 0.9 && grounded)
             {
                 moveDirection = targetDirection.normalized;
             }
             // Otherwise smoothly turn towards it
             else
             {
                 moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
                 
                 moveDirection = moveDirection.normalized;
             }
         }
         
         // Smooth the speed based on the current target direction
         var curSmooth = speedSmoothing * Time.deltaTime;
         
         // Choose target speed
         //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
         var targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0);
     
         _characterState = CharacterState.Idle;
         
         // Pick speed modifier
         if (Input.GetKey (KeyCode.LeftShift) || Input.GetKey (KeyCode.RightShift))
         {
             targetSpeed *= runSpeed;
             _characterState = CharacterState.Running;
         }
         else if (Time.time - trotAfterSeconds > walkTimeStart)
         {
             targetSpeed *= trotSpeed;
             _characterState = CharacterState.Trotting;
         }
         else
         {
             targetSpeed *= walkSpeed;
             _characterState = CharacterState.Walking;
         }
         
         moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
         
         // Reset walk time start when we slow down
         if (moveSpeed < walkSpeed * 0.3)
             walkTimeStart = Time.time;
     }
     // In air controls
     else
     {
         // Lock camera while in air
         if (jumping)
             lockCameraTimer = 0.0;
 
         if (isMoving)
             inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
     }
     
 
         
 }
 
 
 function ApplyJumping ()
 {
     // Prevent jumping too fast after each other
     if (lastJumpTime + jumpRepeatTime > Time.time)
         return;
 
     if (IsGrounded()) {
         // Jump
         // - Only when pressing the button down
         // - With a timeout so you can press the button slightly before landing        
         if (canJump && Time.time < lastJumpButtonTime + jumpTimeout) {
             verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);
             SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
         }
     }
 }
 
 
 function ApplyGravity ()
 {
     if (isControllable)    // don't move player at all if not controllable.
     {
         // Apply gravity
         var jumpButton = Input.GetButton("Jump");
         
         
         // When we reach the apex of the jump we send out a message
         if (jumping && !jumpingReachedApex && verticalSpeed <= 0.0)
         {
             jumpingReachedApex = true;
             SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
         }
     
         if (IsGrounded ())
             verticalSpeed = 0.0;
         else
             verticalSpeed -= gravity * Time.deltaTime;
     }
 }
 
 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 * gravity);
 }
 
 function DidJump ()
 {
     jumping = true;
     jumpingReachedApex = false;
     lastJumpTime = Time.time;
     lastJumpStartHeight = transform.position.y;
     lastJumpButtonTime = -10;
     
     _characterState = CharacterState.Jumping;
 }
 
 function Update() {
     
     if (!isControllable)
     {
         // kill all inputs if not controllable.
         Input.ResetInputAxes();
     }
 
     if (Input.GetButtonDown ("Jump"))
     {
         lastJumpButtonTime = Time.time;
     }
 
     UpdateSmoothedMovementDirection();
     
     // Apply gravity
     // - extra power jump modifies gravity
     // - controlledDescent mode modifies gravity
     ApplyGravity ();
 
     // Apply jumping logic
     ApplyJumping ();
     
     // Calculate actual motion
     var movement = moveDirection * moveSpeed + Vector3 (0, verticalSpeed, 0) + inAirVelocity;
     movement *= Time.deltaTime;
     
     // Move the controller
     var controller : CharacterController = GetComponent(CharacterController);
     collisionFlags = controller.Move(movement);
     
     // ANIMATION sector
     if(_animation) {
         if(_characterState == CharacterState.Jumping) 
         {
             if(!jumpingReachedApex) {
                 _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
                 _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
                 _animation.CrossFade(jumpPoseAnimation.name);
             } else {
                 _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
                 _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
                 _animation.CrossFade(jumpPoseAnimation.name);                
             }
         } 
         else 
         {
             if(controller.velocity.sqrMagnitude < 0.1) {
                 _animation.CrossFade(idleAnimation.name);
             }
             else 
             {
                 if(_characterState == CharacterState.Running) {
                     _animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, runMaxAnimationSpeed);
                     _animation.CrossFade(runAnimation.name);    
                 }
                 else if(_characterState == CharacterState.Trotting) {
                     _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, trotMaxAnimationSpeed);
                     _animation.CrossFade(walkAnimation.name);    
                 }
                 else if(_characterState == CharacterState.Walking) {
                     _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, walkMaxAnimationSpeed);
                     _animation.CrossFade(walkAnimation.name);    
                 }
                 
             }
         }
     }
     // ANIMATION sector
     
     // Set rotation to the move direction
     if (IsGrounded())
     {
         
         transform.rotation = Quaternion.LookRotation(moveDirection);
             
     }    
     else
     {
         var xzMove = movement;
         xzMove.y = 0;
         if (xzMove.sqrMagnitude > 0.001)
         {
             transform.rotation = Quaternion.LookRotation(xzMove);
         }
     }    
     
     // We are in jump mode but just became grounded
     if (IsGrounded())
     {
         lastGroundedTime = Time.time;
         inAirVelocity = Vector3.zero;
         if (jumping)
         {
             jumping = false;
             SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
         }
     }
 }
 
 function OnControllerColliderHit (hit : ControllerColliderHit )
 {
 //    Debug.DrawRay(hit.point, hit.normal);
     if (hit.moveDirection.y > 0.01) 
         return;
 }
 
 function GetSpeed () {
     return moveSpeed;
 }
 
 function IsJumping () {
     return jumping;
 }
 
 function IsGrounded () {
     return (collisionFlags & CollisionFlags.CollidedBelow) != 0;
 }
 
 function GetDirection () {
     return moveDirection;
 }
 
 function IsMovingBackwards () {
     return movingBack;
 }
 
 function GetLockCameraTimer () 
 {
     return lockCameraTimer;
 }
 
 function IsMoving ()  : boolean
 {
     return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5;
 }
 
 function HasJumpReachedApex ()
 {
     return jumpingReachedApex;
 }
 
 function IsGroundedWithTimeout ()
 {
     return lastGroundedTime + groundedTimeout > Time.time;
 }
 
 function Reset ()
 {
     gameObject.tag = "Player";
 }
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Answer by DESTRUKTORR · Apr 21, 2013 at 08:07 PM

Firstly, don't use this script to do this. Use another behaviour, and attach it to the player's game-object. There's way too much going on in the character controller scripts for someone new to coding to want to start there.

Secondly, get better at programming. I don't mean to sound mean or anything, but being a good programmer is really important when it comes to understanding... well... programming. Practice makes perfect, just keep studying.

You'll need to start by implementing a monobehaviour that utilizes the Input class, then link that to an Animation component, attached to the same GameObject as your MeshFilter and MeshRenderer.

The script should look something like this:

 using UnityEngine;
 using System.Collections;
 
 public class PlayerControls : Monobehaviour
 {
     void Update()
     {
          if(Input.GetButtonDown("Fire1"))
          {
              animation.Play("Punch");
          }
     }
 }

Just try to think of programming as a field of constant invention, and follow the same steps.

  1. Identify the problem.

  2. Try to figure out, in more practical terms, how the problem might be solved. For example, "I need to make the character punch something. I'm going to need to somehow tell the character to punch something. How will the computer know when to do this? Also, how will the computer execute this?"

  3. Attempt to solve the problem, with your own knowledge of the subject.

  4. Do research on the subject, as necessary.

  5. Come here if you have reached a road-block with specific programming issue, and ask for help with it (e.g. errors, or can't find the information you need).

So, for YOU, I would suggest learning a lot more about programming, before going any further.

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avatar image bundy2k6 · Apr 21, 2013 at 08:24 PM 0
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You're absolutely right Destruktorr! I agree totally, this is a college project and I may have went for something a little more difficult than I can handle at the moment! Funnily enough I just found a similar code to what you used in the Unityscript reference and modified it to exactly what you just posted, mental! Thanks anyway! One quick question though, is there any way to make the player stay crouched? When i press the button he goes down and pops right back up! I tried "while" ins$$anonymous$$d of "if" but the game just crashes! Also, I'm using Javascript! Thanks guys :)

avatar image DESTRUKTORR · Apr 21, 2013 at 08:58 PM 0
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I take it you're using Input.OnButtonDown("Crouch")? Try Input.OnButton("Crouch") If that doesn't fix it, try posting the code, here.

avatar image bundy2k6 · Apr 21, 2013 at 09:07 PM 0
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Here's my code, it works except I want him to stay down while the button is depressed.

  function Update () {
         if (Input.Get$$anonymous$$eyDown ("c"))
             animation.Play("Will Slidein");
     }
avatar image DESTRUKTORR · Apr 21, 2013 at 09:22 PM 1
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try

 function Update () {
     if (Input.Get$$anonymous$$ey ("c"))
         animation.Play("Will Slidein");
 }

The code Input.Get$$anonymous$$eyDown will only be called on the key-press event, but not in subsequent frames. Input.Get$$anonymous$$ey will be called for every frame the key is held down.

avatar image bundy2k6 · Apr 21, 2013 at 09:33 PM 0
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Got it! Was not meant to use Get$$anonymous$$eyDown, Just Get$$anonymous$$ey does the job! Thanks for all your help Destruktorr

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Answer by AlucardJay · Apr 21, 2013 at 08:01 PM

There are some scripts out there that add functionality to the Unity FPC :

  • http://answers.unity3d.com/questions/164638/how-to-make-the-fps-character-controller-run-and-c.html

  • http://answers.unity3d.com/questions/374157/character-controller-slide-action-script.html

  • http://answers.unity3d.com/questions/374231/character-controls-seen-in-amnesia.html

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