Problem is not reproducible or outdated
Error Using UCE0001: ';' expected. Insert a semicolon at the end.
Hello there i get an error that unity call it UCE0001. As we know that mean that i should add an ';' at the end but the thing is that i all ready have one. This i try to do is : i try to make my character motor can used to other scripts becuase before that when i was call it on i got errors. my code is :
Using UnityEngine; Using System.Collections; #pragma strict #pragma implicit #pragma downcast
Using UnityEngine; Using System.Collections;
and i try an other way to :
Using UnityEngine;
Using System.Collections;
//#pragma strict
//#pragma implicit
//#pragma downcast
// Does this script currently respond to input?
var canControl : boolean = true;
var useFixedUpdate : boolean = true;
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!
// The current global direction we want the character to move in.
@System.NonSerialized
var inputMoveDirection : Vector3 = Vector3.zero;
// Is the jump button held down? We use this interface instead of checking
// for the jump button directly so this script can also be used by AIs.
@System.NonSerialized
var inputJump : boolean = false;
class CharacterMotorMovement {
// The maximum horizontal speed when moving
var maxForwardSpeed : float = 10.0;
var maxSidewaysSpeed : float = 10.0;
var maxBackwardsSpeed : float = 10.0;
// Curve for multiplying speed based on slope (negative = downwards)
var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0));
// How fast does the character change speeds? Higher is faster.
var maxGroundAcceleration : float = 30.0;
var maxAirAcceleration : float = 20.0;
// The gravity for the character
var gravity : float = 10.0;
var maxFallSpeed : float = 20.0;
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!
// The last collision flags returned from controller.Move
@System.NonSerialized
var collisionFlags : CollisionFlags;
// We will keep track of the character's current velocity,
@System.NonSerialized
var velocity : Vector3;
// This keeps track of our current velocity while we're not grounded
@System.NonSerialized
var frameVelocity : Vector3 = Vector3.zero;
@System.NonSerialized
var hitPoint : Vector3 = Vector3.zero;
@System.NonSerialized
var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0);
}
var movement : CharacterMotorMovement = CharacterMotorMovement();
enum MovementTransferOnJump {
None, // The jump is not affected by velocity of floor at all.
InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.
PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.
PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.
}
// We will contain all the jumping related variables in one helper class for clarity.
class CharacterMotorJumping {
// Can the character jump?
var enabled : boolean = true;
// How high do we jump when pressing jump and letting go immediately
var baseHeight : float = 1.0;
// We add extraHeight units (meters) on top when holding the button down longer while jumping
var extraHeight : float = 4.1;
// How much does the character jump out perpendicular to the surface on walkable surfaces?
// 0 means a fully vertical jump and 1 means fully perpendicular.
var perpAmount : float = 0.0;
// How much does the character jump out perpendicular to the surface on too steep surfaces?
// 0 means a fully vertical jump and 1 means fully perpendicular.
var steepPerpAmount : float = 0.5;
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!
// Are we jumping? (Initiated with jump button and not grounded yet)
// To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.
@System.NonSerialized
var jumping : boolean = false;
@System.NonSerialized
var holdingJumpButton : boolean = false;
// the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
@System.NonSerialized
var lastStartTime : float = 0.0;
@System.NonSerialized
var lastButtonDownTime : float = -100;
@System.NonSerialized
var jumpDir : Vector3 = Vector3.up;
}
var jumping : CharacterMotorJumping = CharacterMotorJumping();
class CharacterMotorMovingPlatform {
var enabled : boolean = true;
var movementTransfer : MovementTransferOnJump = MovementTransferOnJump.PermaTransfer;
@System.NonSerialized
var hitPlatform : Transform;
@System.NonSerialized
var activePlatform : Transform;
@System.NonSerialized
var activeLocalPoint : Vector3;
@System.NonSerialized
var activeGlobalPoint : Vector3;
@System.NonSerialized
var activeLocalRotation : Quaternion;
@System.NonSerialized
var activeGlobalRotation : Quaternion;
@System.NonSerialized
var lastMatrix : Matrix4x4;
@System.NonSerialized
var platformVelocity : Vector3;
@System.NonSerialized
var newPlatform : boolean;
}
var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform();
class CharacterMotorSliding {
// Does the character slide on too steep surfaces?
var enabled : boolean = true;
// How fast does the character slide on steep surfaces?
var slidingSpeed : float = 15;
// How much can the player control the sliding direction?
// If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
var sidewaysControl : float = 1.0;
// How much can the player influence the sliding speed?
// If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
var speedControl : float = 0.4;
}
var sliding : CharacterMotorSliding = CharacterMotorSliding();
@System.NonSerialized
var grounded : boolean = true;
@System.NonSerialized
var groundNormal : Vector3 = Vector3.zero;
private var lastGroundNormal : Vector3 = Vector3.zero;
private var tr : Transform;
private var controller : CharacterController;
function Awake () {
controller = GetComponent (CharacterController);
tr = transform;
}
private function UpdateFunction () {
// We copy the actual velocity into a temporary variable that we can manipulate.
var velocity : Vector3 = movement.velocity;
// Update velocity based on input
velocity = ApplyInputVelocityChange(velocity);
// Apply gravity and jumping force
velocity = ApplyGravityAndJumping (velocity);
// Moving platform support
var moveDistance : Vector3 = Vector3.zero;
if (MoveWithPlatform()) {
var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
if (moveDistance != Vector3.zero)
controller.Move(moveDistance);
// Support moving platform rotation as well:
var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
var yRotation = rotationDiff.eulerAngles.y;
if (yRotation != 0) {
// Prevent rotation of the local up vector
tr.Rotate(0, yRotation, 0);
}
}
// Save lastPosition for velocity calculation.
var lastPosition : Vector3 = tr.position;
// We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this.
var currentMovementOffset : Vector3 = velocity * Time.deltaTime;
// Find out how much we need to push towards the ground to avoid loosing grouning
// when walking down a step or over a sharp change in slope.
var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
if (grounded)
currentMovementOffset -= pushDownOffset * Vector3.up;
// Reset variables that will be set by collision function
movingPlatform.hitPlatform = null;
groundNormal = Vector3.zero;
// Move our character!
movement.collisionFlags = controller.Move (currentMovementOffset);
movement.lastHitPoint = movement.hitPoint;
lastGroundNormal = groundNormal;
if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) {
if (movingPlatform.hitPlatform != null) {
movingPlatform.activePlatform = movingPlatform.hitPlatform;
movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
movingPlatform.newPlatform = true;
}
}
// 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.
var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z);
movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z);
// The CharacterController can be moved in unwanted directions when colliding with things.
// We want to prevent this from influencing the recorded velocity.
if (oldHVelocity == Vector3.zero) {
movement.velocity = new Vector3(0, movement.velocity.y, 0);
}
else {
var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
}
if (movement.velocity.y < velocity.y - 0.001) {
if (movement.velocity.y < 0) {
// Something is forcing the CharacterController down faster than it should.
// Ignore this
movement.velocity.y = velocity.y;
}
else {
// The upwards movement of the CharacterController has been blocked.
// This is treated like a ceiling collision - stop further jumping here.
jumping.holdingJumpButton = false;
}
}
// We were grounded but just loosed grounding
if (grounded && !IsGroundedTest()) {
grounded = false;
// Apply inertia from platform
if (movingPlatform.enabled &&
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
) {
movement.frameVelocity = movingPlatform.platformVelocity;
movement.velocity += movingPlatform.platformVelocity;
}
SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);
// We pushed the character down to ensure it would stay on the ground if there was any.
// But there wasn't so now we cancel the downwards offset to make the fall smoother.
tr.position += pushDownOffset * Vector3.up;
}
// We were not grounded but just landed on something
else if (!grounded && IsGroundedTest()) {
grounded = true;
jumping.jumping = false;
SubtractNewPlatformVelocity();
SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
}
// Moving platforms support
if (MoveWithPlatform()) {
// Use the center of the lower half sphere of the capsule as reference point.
// This works best when the character is standing on moving tilting platforms.
movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius);
movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
// Support moving platform rotation as well:
movingPlatform.activeGlobalRotation = tr.rotation;
movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation;
}
}
function FixedUpdate () {
if (movingPlatform.enabled) {
if (movingPlatform.activePlatform != null) {
if (!movingPlatform.newPlatform) {
var lastVelocity : Vector3 = movingPlatform.platformVelocity;
movingPlatform.platformVelocity = (
movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
- movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
) / Time.deltaTime;
}
movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
movingPlatform.newPlatform = false;
}
else {
movingPlatform.platformVelocity = Vector3.zero;
}
}
if (useFixedUpdate)
UpdateFunction();
}
function Update () {
if (!useFixedUpdate)
UpdateFunction();
}
private function ApplyInputVelocityChange (velocity : Vector3) {
if (!canControl)
inputMoveDirection = Vector3.zero;
// Find desired velocity
var desiredVelocity : Vector3;
if (grounded && TooSteep()) {
// The direction we're sliding in
desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized;
// Find the input movement direction projected onto the sliding direction
var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
// Add the sliding direction, the spped control, and the sideways control vectors
desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
// Multiply with the sliding speed
desiredVelocity *= sliding.slidingSpeed;
}
else
desiredVelocity = GetDesiredHorizontalVelocity();
if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {
desiredVelocity += movement.frameVelocity;
desiredVelocity.y = 0;
}
if (grounded)
desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
else
velocity.y = 0;
// Enforce max velocity change
var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime;
var velocityChangeVector : Vector3 = (desiredVelocity - velocity);
if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {
velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
}
// If we're in the air and don't have control, don't apply any velocity change at all.
// If we're on the ground and don't have control we do apply it - it will correspond to friction.
if (grounded || canControl)
velocity += velocityChangeVector;
if (grounded) {
// When going uphill, the CharacterController will automatically move up by the needed amount.
// Not moving it upwards manually prevent risk of lifting off from the ground.
// When going downhill, DO move down manually, as gravity is not enough on steep hills.
velocity.y = Mathf.Min(velocity.y, 0);
}
return velocity;
}
private function ApplyGravityAndJumping (velocity : Vector3) {
if (!inputJump || !canControl) {
jumping.holdingJumpButton = false;
jumping.lastButtonDownTime = -100;
}
if (inputJump && jumping.lastButtonDownTime < 0 && canControl)
jumping.lastButtonDownTime = Time.time;
if (grounded)
velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
else {
velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
// 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.
if (jumping.jumping && jumping.holdingJumpButton) {
// Calculate the duration that the extra jump force should have effect.
// If we're still less than that duration after the jumping time, apply the force.
if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {
// Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
}
}
// Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);
}
if (grounded) {
// Jump only if the jump button was pressed down in the last 0.2 seconds.
// We use this check instead of checking if it's pressed down right now
// because players will often try to jump in the exact moment when hitting the ground after a jump
// and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,
// it's confusing and it feels like the game is buggy.
if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) {
grounded = false;
jumping.jumping = true;
jumping.lastStartTime = Time.time;
jumping.lastButtonDownTime = -100;
jumping.holdingJumpButton = true;
// Calculate the jumping direction
if (TooSteep())
jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
else
jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
// Apply the jumping force to the velocity. Cancel any vertical velocity first.
velocity.y = 0;
velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);
// Apply inertia from platform
if (movingPlatform.enabled &&
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
) {
movement.frameVelocity = movingPlatform.platformVelocity;
velocity += movingPlatform.platformVelocity;
}
SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);
}
else {
jumping.holdingJumpButton = false;
}
}
return velocity;
}
function OnControllerColliderHit (hit : ControllerColliderHit) {
if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) {
if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
groundNormal = hit.normal;
else
groundNormal = lastGroundNormal;
movingPlatform.hitPlatform = hit.collider.transform;
movement.hitPoint = hit.point;
movement.frameVelocity = Vector3.zero;
}
}
private function SubtractNewPlatformVelocity () {
// When landing, subtract the velocity of the new ground from the character's velocity
// since movement in ground is relative to the movement of the ground.
if (movingPlatform.enabled &&
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
) {
// If we landed on a new platform, we have to wait for two FixedUpdates
// before we know the velocity of the platform under the character
if (movingPlatform.newPlatform) {
var platform : Transform = movingPlatform.activePlatform;
yield WaitForFixedUpdate();
yield WaitForFixedUpdate();
if (grounded && platform == movingPlatform.activePlatform)
yield 1;
}
movement.velocity -= movingPlatform.platformVelocity;
}
}
private function MoveWithPlatform () : boolean {
return (
movingPlatform.enabled
&& (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
&& movingPlatform.activePlatform != null
);
}
private function GetDesiredHorizontalVelocity () {
// Find desired velocity
var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection);
var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection);
if (grounded) {
// Modify max speed on slopes based on slope speed multiplier curve
var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y) * Mathf.Rad2Deg;
maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
}
return tr.TransformDirection(desiredLocalDirection * maxSpeed);
}
private function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 {
var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity);
return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
}
private function IsGroundedTest () {
return (groundNormal.y > 0.01);
}
function GetMaxAcceleration (grounded : boolean) : float {
// Maximum acceleration on ground and in air
if (grounded)
return movement.maxGroundAcceleration;
else
return movement.maxAirAcceleration;
}
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 IsJumping () {
return jumping.jumping;
}
function IsSliding () {
return (grounded && sliding.enabled && TooSteep());
}
function IsTouchingCeiling () {
return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
}
function IsGrounded () {
return grounded;
}
function TooSteep () {
return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
}
function GetDirection () {
return inputMoveDirection;
}
function SetControllable (controllable : boolean) {
canControl = controllable;
}
// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.
// The function returns the length of the resulting vector.
function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float {
if (desiredMovementDirection == Vector3.zero)
return 0;
else {
var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
return length;
}
}
function SetVelocity (velocity : Vector3) {
grounded = false;
movement.velocity = velocity;
movement.frameVelocity = Vector3.zero;
SendMessage("OnExternalVelocity");
}
// Require a character controller to be attached to the same game object
@script RequireComponent (CharacterController)
@script AddComponentMenu ("Character/Character Motor")
// Does this script currently respond to input?
var canControl : boolean = true;
var useFixedUpdate : boolean = true;
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!
// The current global direction we want the character to move in.
@System.NonSerialized
var inputMoveDirection : Vector3 = Vector3.zero;
// Is the jump button held down? We use this interface instead of checking
// for the jump button directly so this script can also be used by AIs.
@System.NonSerialized
var inputJump : boolean = false;
class CharacterMotorMovement {
// The maximum horizontal speed when moving
var maxForwardSpeed : float = 10.0;
var maxSidewaysSpeed : float = 10.0;
var maxBackwardsSpeed : float = 10.0;
// Curve for multiplying speed based on slope (negative = downwards)
var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0));
// How fast does the character change speeds? Higher is faster.
var maxGroundAcceleration : float = 30.0;
var maxAirAcceleration : float = 20.0;
// The gravity for the character
var gravity : float = 10.0;
var maxFallSpeed : float = 20.0;
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!
// The last collision flags returned from controller.Move
@System.NonSerialized
var collisionFlags : CollisionFlags;
// We will keep track of the character's current velocity,
@System.NonSerialized
var velocity : Vector3;
// This keeps track of our current velocity while we're not grounded
@System.NonSerialized
var frameVelocity : Vector3 = Vector3.zero;
@System.NonSerialized
var hitPoint : Vector3 = Vector3.zero;
@System.NonSerialized
var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0);
}
var movement : CharacterMotorMovement = CharacterMotorMovement();
enum MovementTransferOnJump {
None, // The jump is not affected by velocity of floor at all.
InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.
PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.
PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.
}
// We will contain all the jumping related variables in one helper class for clarity.
class CharacterMotorJumping {
// Can the character jump?
var enabled : boolean = true;
// How high do we jump when pressing jump and letting go immediately
var baseHeight : float = 1.0;
// We add extraHeight units (meters) on top when holding the button down longer while jumping
var extraHeight : float = 4.1;
// How much does the character jump out perpendicular to the surface on walkable surfaces?
// 0 means a fully vertical jump and 1 means fully perpendicular.
var perpAmount : float = 0.0;
// How much does the character jump out perpendicular to the surface on too steep surfaces?
// 0 means a fully vertical jump and 1 means fully perpendicular.
var steepPerpAmount : float = 0.5;
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!
// Are we jumping? (Initiated with jump button and not grounded yet)
// To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.
@System.NonSerialized
var jumping : boolean = false;
@System.NonSerialized
var holdingJumpButton : boolean = false;
// the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
@System.NonSerialized
var lastStartTime : float = 0.0;
@System.NonSerialized
var lastButtonDownTime : float = -100;
@System.NonSerialized
var jumpDir : Vector3 = Vector3.up;
}
var jumping : CharacterMotorJumping = CharacterMotorJumping();
class CharacterMotorMovingPlatform {
var enabled : boolean = true;
var movementTransfer : MovementTransferOnJump = MovementTransferOnJump.PermaTransfer;
@System.NonSerialized
var hitPlatform : Transform;
@System.NonSerialized
var activePlatform : Transform;
@System.NonSerialized
var activeLocalPoint : Vector3;
@System.NonSerialized
var activeGlobalPoint : Vector3;
@System.NonSerialized
var activeLocalRotation : Quaternion;
@System.NonSerialized
var activeGlobalRotation : Quaternion;
@System.NonSerialized
var lastMatrix : Matrix4x4;
@System.NonSerialized
var platformVelocity : Vector3;
@System.NonSerialized
var newPlatform : boolean;
}
var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform();
class CharacterMotorSliding {
// Does the character slide on too steep surfaces?
var enabled : boolean = true;
// How fast does the character slide on steep surfaces?
var slidingSpeed : float = 15;
// How much can the player control the sliding direction?
// If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
var sidewaysControl : float = 1.0;
// How much can the player influence the sliding speed?
// If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
var speedControl : float = 0.4;
}
var sliding : CharacterMotorSliding = CharacterMotorSliding();
@System.NonSerialized
var grounded : boolean = true;
@System.NonSerialized
var groundNormal : Vector3 = Vector3.zero;
private var lastGroundNormal : Vector3 = Vector3.zero;
private var tr : Transform;
private var controller : CharacterController;
function Awake () {
controller = GetComponent (CharacterController);
tr = transform;
}
private function UpdateFunction () {
// We copy the actual velocity into a temporary variable that we can manipulate.
var velocity : Vector3 = movement.velocity;
// Update velocity based on input
velocity = ApplyInputVelocityChange(velocity);
// Apply gravity and jumping force
velocity = ApplyGravityAndJumping (velocity);
// Moving platform support
var moveDistance : Vector3 = Vector3.zero;
if (MoveWithPlatform()) {
var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
if (moveDistance != Vector3.zero)
controller.Move(moveDistance);
// Support moving platform rotation as well:
var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
var yRotation = rotationDiff.eulerAngles.y;
if (yRotation != 0) {
// Prevent rotation of the local up vector
tr.Rotate(0, yRotation, 0);
}
}
// Save lastPosition for velocity calculation.
var lastPosition : Vector3 = tr.position;
// We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this.
var currentMovementOffset : Vector3 = velocity * Time.deltaTime;
// Find out how much we need to push towards the ground to avoid loosing grouning
// when walking down a step or over a sharp change in slope.
var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
if (grounded)
currentMovementOffset -= pushDownOffset * Vector3.up;
// Reset variables that will be set by collision function
movingPlatform.hitPlatform = null;
groundNormal = Vector3.zero;
// Move our character!
movement.collisionFlags = controller.Move (currentMovementOffset);
movement.lastHitPoint = movement.hitPoint;
lastGroundNormal = groundNormal;
if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) {
if (movingPlatform.hitPlatform != null) {
movingPlatform.activePlatform = movingPlatform.hitPlatform;
movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
movingPlatform.newPlatform = true;
}
}
// 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.
var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z);
movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z);
// The CharacterController can be moved in unwanted directions when colliding with things.
// We want to prevent this from influencing the recorded velocity.
if (oldHVelocity == Vector3.zero) {
movement.velocity = new Vector3(0, movement.velocity.y, 0);
}
else {
var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
}
if (movement.velocity.y < velocity.y - 0.001) {
if (movement.velocity.y < 0) {
// Something is forcing the CharacterController down faster than it should.
// Ignore this
movement.velocity.y = velocity.y;
}
else {
// The upwards movement of the CharacterController has been blocked.
// This is treated like a ceiling collision - stop further jumping here.
jumping.holdingJumpButton = false;
}
}
// We were grounded but just loosed grounding
if (grounded && !IsGroundedTest()) {
grounded = false;
// Apply inertia from platform
if (movingPlatform.enabled &&
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
) {
movement.frameVelocity = movingPlatform.platformVelocity;
movement.velocity += movingPlatform.platformVelocity;
}
SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);
// We pushed the character down to ensure it would stay on the ground if there was any.
// But there wasn't so now we cancel the downwards offset to make the fall smoother.
tr.position += pushDownOffset * Vector3.up;
}
// We were not grounded but just landed on something
else if (!grounded && IsGroundedTest()) {
grounded = true;
jumping.jumping = false;
SubtractNewPlatformVelocity();
SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
}
// Moving platforms support
if (MoveWithPlatform()) {
// Use the center of the lower half sphere of the capsule as reference point.
// This works best when the character is standing on moving tilting platforms.
movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius);
movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
// Support moving platform rotation as well:
movingPlatform.activeGlobalRotation = tr.rotation;
movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation;
}
}
function FixedUpdate () {
if (movingPlatform.enabled) {
if (movingPlatform.activePlatform != null) {
if (!movingPlatform.newPlatform) {
var lastVelocity : Vector3 = movingPlatform.platformVelocity;
movingPlatform.platformVelocity = (
movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
- movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
) / Time.deltaTime;
}
movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
movingPlatform.newPlatform = false;
}
else {
movingPlatform.platformVelocity = Vector3.zero;
}
}
if (useFixedUpdate)
UpdateFunction();
}
function Update () {
if (!useFixedUpdate)
UpdateFunction();
}
private function ApplyInputVelocityChange (velocity : Vector3) {
if (!canControl)
inputMoveDirection = Vector3.zero;
// Find desired velocity
var desiredVelocity : Vector3;
if (grounded && TooSteep()) {
// The direction we're sliding in
desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized;
// Find the input movement direction projected onto the sliding direction
var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
// Add the sliding direction, the spped control, and the sideways control vectors
desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
// Multiply with the sliding speed
desiredVelocity *= sliding.slidingSpeed;
}
else
desiredVelocity = GetDesiredHorizontalVelocity();
if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {
desiredVelocity += movement.frameVelocity;
desiredVelocity.y = 0;
}
if (grounded)
desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
else
velocity.y = 0;
// Enforce max velocity change
var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime;
var velocityChangeVector : Vector3 = (desiredVelocity - velocity);
if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {
velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
}
// If we're in the air and don't have control, don't apply any velocity change at all.
// If we're on the ground and don't have control we do apply it - it will correspond to friction.
if (grounded || canControl)
velocity += velocityChangeVector;
if (grounded) {
// When going uphill, the CharacterController will automatically move up by the needed amount.
// Not moving it upwards manually prevent risk of lifting off from the ground.
// When going downhill, DO move down manually, as gravity is not enough on steep hills.
velocity.y = Mathf.Min(velocity.y, 0);
}
return velocity;
}
private function ApplyGravityAndJumping (velocity : Vector3) {
if (!inputJump || !canControl) {
jumping.holdingJumpButton = false;
jumping.lastButtonDownTime = -100;
}
if (inputJump && jumping.lastButtonDownTime < 0 && canControl)
jumping.lastButtonDownTime = Time.time;
if (grounded)
velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
else {
velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
// 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.
if (jumping.jumping && jumping.holdingJumpButton) {
// Calculate the duration that the extra jump force should have effect.
// If we're still less than that duration after the jumping time, apply the force.
if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {
// Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
}
}
// Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);
}
if (grounded) {
// Jump only if the jump button was pressed down in the last 0.2 seconds.
// We use this check instead of checking if it's pressed down right now
// because players will often try to jump in the exact moment when hitting the ground after a jump
// and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,
// it's confusing and it feels like the game is buggy.
if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) {
grounded = false;
jumping.jumping = true;
jumping.lastStartTime = Time.time;
jumping.lastButtonDownTime = -100;
jumping.holdingJumpButton = true;
// Calculate the jumping direction
if (TooSteep())
jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
else
jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
// Apply the jumping force to the velocity. Cancel any vertical velocity first.
velocity.y = 0;
velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);
// Apply inertia from platform
if (movingPlatform.enabled &&
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
) {
movement.frameVelocity = movingPlatform.platformVelocity;
velocity += movingPlatform.platformVelocity;
}
SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);
}
else {
jumping.holdingJumpButton = false;
}
}
return velocity;
}
function OnControllerColliderHit (hit : ControllerColliderHit) {
if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) {
if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
groundNormal = hit.normal;
else
groundNormal = lastGroundNormal;
movingPlatform.hitPlatform = hit.collider.transform;
movement.hitPoint = hit.point;
movement.frameVelocity = Vector3.zero;
}
}
private function SubtractNewPlatformVelocity () {
// When landing, subtract the velocity of the new ground from the character's velocity
// since movement in ground is relative to the movement of the ground.
if (movingPlatform.enabled &&
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
) {
// If we landed on a new platform, we have to wait for two FixedUpdates
// before we know the velocity of the platform under the character
if (movingPlatform.newPlatform) {
var platform : Transform = movingPlatform.activePlatform;
yield WaitForFixedUpdate();
yield WaitForFixedUpdate();
if (grounded && platform == movingPlatform.activePlatform)
yield 1;
}
movement.velocity -= movingPlatform.platformVelocity;
}
}
private function MoveWithPlatform () : boolean {
return (
movingPlatform.enabled
&& (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
&& movingPlatform.activePlatform != null
);
}
private function GetDesiredHorizontalVelocity () {
// Find desired velocity
var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection);
var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection);
if (grounded) {
// Modify max speed on slopes based on slope speed multiplier curve
var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y) * Mathf.Rad2Deg;
maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
}
return tr.TransformDirection(desiredLocalDirection * maxSpeed);
}
private function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 {
var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity);
return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
}
private function IsGroundedTest () {
return (groundNormal.y > 0.01);
}
function GetMaxAcceleration (grounded : boolean) : float {
// Maximum acceleration on ground and in air
if (grounded)
return movement.maxGroundAcceleration;
else
return movement.maxAirAcceleration;
}
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 IsJumping () {
return jumping.jumping;
}
function IsSliding () {
return (grounded && sliding.enabled && TooSteep());
}
function IsTouchingCeiling () {
return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
}
function IsGrounded () {
return grounded;
}
function TooSteep () {
return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
}
function GetDirection () {
return inputMoveDirection;
}
function SetControllable (controllable : boolean) {
canControl = controllable;
}
// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.
// The function returns the length of the resulting vector.
function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float {
if (desiredMovementDirection == Vector3.zero)
return 0;
else {
var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
return length;
}
}
function SetVelocity (velocity : Vector3) {
grounded = false;
movement.velocity = velocity;
movement.frameVelocity = Vector3.zero;
SendMessage("OnExternalVelocity");
}
// Require a character controller to be attached to the same game object
@script RequireComponent (CharacterController)
@script AddComponentMenu ("Character/Character Motor")
but the same problems all the time
What line was the error on did it say. No way I'm gonna read all of that code!
yeah, 1180 lines of code... not going to happen. post the error message if you want help
Answer by Destiny1994 · Aug 30, 2015 at 08:55 AM
Actually the problem is at the begging of the code. The thing is that i update my Unity to 5 and now i loose my project so i have to do it all again. All the problem began when i tried to use character motor to my code, then i got this problems and my unity can't read the character motor so i change my unity. but that i loose my project was not the problem because i just try to learn. Anyway this that i want to do now is that when my character go underwater to swim and move slower, can flow,and when is underwater have fog as a real view under the water. the character is third person on Unity5 (they call it ethan). if someone know anything just help me please!!! P.s. now i work on unity 5 if this change something. and still if i use charactermotor get troubles. Also on Javascript i am not so good and at gaming part but as i said i try to learn. Thanks
If you have a different question please start a new question. The Answer section is reserved for answers to questions.
Yeah well. Is question on the same problem, that why is better to be here, the problem came of character motor. when you try to use it the unity can't understand the orders, so just open the character motor script press space bar at an empty line then save. So at every script i got this and this is co$$anonymous$$g for lines that is empty some times.
Syntax error vs. your new question - completely unrelated. And you're asking a question in the Answer section, which isn't the proper way to use the site. So please post a new question for your new problem.
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