Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by $$anonymous$$ · Jul 19, 2013 at 05:58 PM · newbiemovingaimsidescrollerlookatmouse

Side-Scroller Character Controller and Aim

Hello,

I have this character controller script :

 #pragma strict
 
 // Does this script currently respond to Input?
 var canControl = true;
 
 // The character will spawn at spawnPoint's position when needed.  This could be changed via a script at runtime to implement, e.g. waypoints/savepoints.
 var spawnPoint : Transform;
 
 class LangmanControllerMovement {
     // The speed when running 
     var runSpeed = 7.0;
 
     // The speed when sliding up and around corners 
     var slideFactor = 0.05;
     @System.NonSerialized
     var slideX = 0.0;
     
     // The gravity for the character
     var gravity = 60.0;
     var maxFallSpeed = 20.0;
 
     // How fast does the character change speeds?  Higher is faster.
     var speedSmoothing = 20.0;
 
     // This controls how fast the graphics of the character "turn around" when the player turns around using the controls.
     var rotationSmoothing = 10.0;
 
     // The current move direction in x-y.  This will always been (1,0,0) or (-1,0,0)
     // The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view.  Very handy for organization!
     @System.NonSerialized
     var direction = Vector3.zero;
 
     // The current vertical speed
     @System.NonSerialized
     var verticalSpeed = 0.0;
 
     // The current movement speed.  This gets smoothed by speedSmoothing.
     @System.NonSerialized
     var speed = 0.0;
 
     // Is the user pressing the left or right movement keys?
     @System.NonSerialized
     var isMoving = false;
 
     // The last collision flags returned from controller.Move
     @System.NonSerialized
     var collisionFlags : CollisionFlags; 
 
     // We will keep track of an approximation of the character's current velocity, so that we return it from GetVelocity () for our camera to use for prediction.
     @System.NonSerialized
     var velocity : Vector3;
     
     // This will keep track of how long we have we been in the air (not grounded)
     @System.NonSerialized
     var hangTime = 0.0;
 }
 
 var movement : LangmanControllerMovement;
 
 // We will contain all the jumping related variables in one helper class for clarity.
 class LangmanControllerJumping {
     // Can the character jump?
     var enabled = true;
 
     // How high do we jump when pressing jump and letting go immediately
     var height = 0.5;
     // We add extraHeight units (meters) on top when holding the button down longer while jumping
     var extraHeight = 1.6;
     
     // How fast does the character change speeds?  Higher is faster.
     var speedSmoothing = 3.0;
 
     // How fast does the character move horizontally when in the air.
     var jumpSpeed = 9.5;
     
     // This prevents inordinarily too quick jumping
     // The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view.  Very handy for organization!
     @System.NonSerialized
     var repeatTime = 0.05;
 
     @System.NonSerialized
     var timeout = 0.15;
 
     // Are we jumping? (Initiated with jump button and not grounded yet)
     @System.NonSerialized
     var jumping = false;
     
     @System.NonSerialized
     var reachedApex = false;
   
     // Last time the jump button was clicked down
     @System.NonSerialized
     var lastButtonTime = -10.0;
     
     // Last time we were grounded
     @System.NonSerialized
     var lastGroundedTime = -10.0;
 
     @System.NonSerialized
     var groundingTimeout = 0.1;
 
     // Last time we performed a jump
     @System.NonSerialized
     var lastTime = -1.0;
 
     // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
     @System.NonSerialized
     var lastStartHeight = 0.0;
 
     @System.NonSerialized
     var touchedCeiling = false;
 
     @System.NonSerialized
     var buttonReleased = true;
 }
 
 var jump : LangmanControllerJumping;
 
 private var controller : CharacterController;
 
 // Moving platform support.
 private var activePlatform : Transform;
 private var activeLocalPlatformPoint : Vector3;
 private var activeGlobalPlatformPoint : Vector3;
 private var lastPlatformVelocity : Vector3;
 
 private var sprite : GameObject;
 
 function Awake () {
     movement.direction = transform.TransformDirection (Vector3.forward);
     controller = GetComponent (CharacterController) as CharacterController;
     sprite = transform.Find("Sprite").gameObject;
 }
 
 function Spawn () {
     // reset the character's speed
     movement.verticalSpeed = 0.0;
     movement.speed = 0.0;
     
     // make sure we're not attached to a platform
     activePlatform = null;
     
     // reset the character's position to the spawnPoint
     transform.position = spawnPoint.position;
     
     sprite.SetActive(true);
     canControl = true;
 }
 
 function Unspawn() {
     canControl = false;
     sprite.SetActive(false);
 }
 
 function UpdateSmoothedMovementDirection () {    
     var h = Input.GetAxisRaw ("Horizontal");
     
     if (!canControl)
         h = 0.0;
     
     movement.isMoving = Mathf.Abs (h) > 0.1;
     
     if (movement.isMoving){
         // run
         movement.direction = Vector3 (h, 0, 0);
     }
     
     // Smooth the speed based on the current target direction
     var curSmooth = 0.0;
     // Choose target speed
     var targetSpeed = Mathf.Min (Mathf.Abs(h), 1.0);
 
     if(controller.isGrounded){
         curSmooth = movement.speedSmoothing * Time.smoothDeltaTime;
         targetSpeed *= movement.runSpeed;
         movement.hangTime = 0.0;
     }else{
         curSmooth = jump.speedSmoothing * Time.smoothDeltaTime;
         targetSpeed *= jump.jumpSpeed;
         movement.hangTime += Time.smoothDeltaTime;
     }
     
     movement.speed = Mathf.Lerp (movement.speed, targetSpeed, curSmooth);
 }
 
 function AnimateCharacter() {
     // For an example of animating a sprite sheet, see:
     // http://www.unifycommunity.com/wiki/index.php?title=Animating_Tiled_texture
     if (movement.isMoving){
         // run
     }else if(controller.isGrounded){
         // stand
     }
 }
 
 function JustBecameUngrounded() {
     return (Time.time < (jump.lastGroundedTime + jump.groundingTimeout) && jump.lastGroundedTime > jump.lastTime);
 }
 
 function ApplyJumping () {
     if (Input.GetButtonDown ("Jump") && canControl) {
         jump.lastButtonTime = Time.time;
     }
 
     // Prevent jumping too fast after each other
     if (jump.lastTime + jump.repeatTime > Time.time){
         return;
     }
 
     var isGrounded = controller.isGrounded;
     
     // Allow jumping slightly after the character leaves a ledge,
     // as long as a jump hasn't occurred since we became ungrounded.
     if (isGrounded || JustBecameUngrounded()) {
         if(isGrounded){
             jump.lastGroundedTime = Time.time;
         }
         
         // Jump
         // - Only when pressing the button down
         // - With a timeout so you can press the button slightly before landing        
         if (jump.enabled && Time.time < jump.lastButtonTime + jump.timeout) {
             movement.verticalSpeed = CalculateJumpVerticalSpeed (jump.height);
             // If we're on a platform, add the platform's velocity (times 1.4)
             // to the character's velocity. We only do this if the platform
             // is traveling upward.
             if(activePlatform){
                 var apRb = activePlatform.rigidbody;
                 if(apRb){
                     var apRbY = activePlatform.rigidbody.velocity.y;
                     if(apRbY > 0.0){
                         apRbY *= 1.4;
                         movement.verticalSpeed += apRbY;
                     }
                 }
             }
             SendMessage ("DidJump", SendMessageOptions.DontRequireReceiver);
         }
     }
 }
 
 function ApplyGravity () {
     // Apply gravity
     var jumpButton = Input.GetButton ("Jump");
     
     if (!canControl)
         jumpButton = false;
         
     // When we reach the apex of the jump we send out a message
     if (jump.jumping && !jump.reachedApex && movement.verticalSpeed <= 0.0) {
         jump.reachedApex = true;
         SendMessage ("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
     }
     
     // * When jumping up we don't apply gravity for some time when the user is holding the jump button
     //   This gives more control over jump height by pressing the button longer
     if (!jump.touchedCeiling && IsTouchingCeiling()){
         jump.touchedCeiling = true; // store this so we don't allow extra power jump to continue after character hits ceiling.
     }
     if (!jumpButton){
         jump.buttonReleased = true;
     }
     
     var extraPowerJump = jump.jumping && movement.verticalSpeed > 0.0 && jumpButton && !jump.buttonReleased && transform.position.y < jump.lastStartHeight + jump.extraHeight && !jump.touchedCeiling;
     
     if (extraPowerJump){
         return;
     }else if (controller.isGrounded){
         movement.verticalSpeed = -movement.gravity * Time.smoothDeltaTime;
     }else{
         movement.verticalSpeed -= movement.gravity * Time.smoothDeltaTime;
     }
         
     // Make sure we don't fall any faster than maxFallSpeed.  This gives our character a terminal velocity.
     movement.verticalSpeed = Mathf.Max (movement.verticalSpeed, -movement.maxFallSpeed);
 }
 
 function CalculateJumpVerticalSpeed (targetJumpHeight : float) {
     // From the jump height and gravity we deduce the upwards speed 
     // for the character to reach at the apex.
     return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity);
 }
 
 function DidJump () {
     jump.jumping = true;
     jump.reachedApex = false;
     jump.lastTime = Time.time;
     jump.lastStartHeight = transform.position.y;
     jump.lastButtonTime = -10;
     jump.touchedCeiling = false;
     jump.buttonReleased = false;
 }
 
 function Update () {
     // Make sure we are always in the 2D plane.
     transform.position.z = 0.0;
 
     UpdateSmoothedMovementDirection();
     
     AnimateCharacter();        
 
     // Apply gravity
     // - extra power jump modifies gravity
     ApplyGravity ();
 
     // Apply jumping logic
     ApplyJumping ();
     
     var platformMovementOffset = Vector3.zero;
     
     // Moving platform support
     if (activePlatform != null && !jump.jumping) {
         var newGlobalPlatformPoint = activePlatform.TransformPoint(activeLocalPlatformPoint);
         var moveDistance = (newGlobalPlatformPoint - activeGlobalPlatformPoint);
         // Setting transform.position directly causes us to go through walls if we're on a rotating block.
         // But it's necessary to make moving platforms work.
         if(activePlatform.rigidbody.isKinematic && activePlatform.rigidbody.velocity.sqrMagnitude > 0.0){
             // Moving platform. Change the position directly so the character
             // won't fall through the platform.
             transform.position = transform.position + moveDistance;
         }else{
             // Store the desired movement for use in CharacterController.Move.
             platformMovementOffset = moveDistance;
         }
         lastPlatformVelocity = (newGlobalPlatformPoint - activeGlobalPlatformPoint) / Time.smoothDeltaTime;
     } else {
         lastPlatformVelocity = Vector3.zero;    
     }
     
     activePlatform = null;
     
     // Save lastPosition for velocity calculation.
     var lastPosition = transform.position;
     
     // Calculate actual motion
     var currentMovementOffset = (movement.direction * movement.speed) + Vector3 (0.0, movement.verticalSpeed, 0.0);
     
     // We always want the movement to be framerate independent.  Multiplying by Time.smoothDeltaTime does this.
     currentMovementOffset *= Time.smoothDeltaTime;
     currentMovementOffset += platformMovementOffset;
     currentMovementOffset.x += movement.slideX * movement.slideFactor;
     // Reset sliding to zero. It will be set in controller.Move
     movement.slideX = 0.0;
     
        // Move our character!
        // We can get null refs here
        movement.collisionFlags = controller.Move (currentMovementOffset);
     
     // Calculate the velocity based on the current and previous position.  
     // This means our velocity will only be the amount the character actually moved as a result of collisions.
     movement.velocity = (transform.position - lastPosition) / Time.smoothDeltaTime;
     
     // Moving platforms support
     if (activePlatform != null) {
         activeGlobalPlatformPoint = transform.position;
         activeLocalPlatformPoint = activePlatform.InverseTransformPoint (transform.position);
     }
     
     // Set rotation to the move direction    
     if (movement.direction.sqrMagnitude > 0.01)
         transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation (movement.direction), Time.smoothDeltaTime * movement.rotationSmoothing);
     
     // We are in jump mode but just became grounded
     if (controller.isGrounded) {
         if (jump.jumping) {
             jump.jumping = false;
             SendMessage ("DidLand", SendMessageOptions.DontRequireReceiver);
 
             var jumpMoveDirection = movement.direction * movement.speed;
             if (jumpMoveDirection.sqrMagnitude > 0.01)
                 movement.direction = jumpMoveDirection.normalized;
         }
     }
 }
 
 function OnControllerColliderHit (hit : ControllerColliderHit)
 {
     // Make sure we are really standing on a straight platform
     // Not on the underside of one and not falling down from it either!
     if (hit.moveDirection.y < -0.9 && hit.normal.y > 0.9 
         && hit.rigidbody 
         && (!hit.rigidbody.isKinematic || hit.rigidbody.velocity.sqrMagnitude > 0.0)) {
         activePlatform = hit.collider.transform;
     }else if (jump.jumping && hit.moveDirection.y > 0.0 && hit.normal.y < 0.0 && Mathf.Abs(hit.normal.x) > 0.01){
         movement.slideX = hit.normal.x;
     }
 }
 
 // Various helper functions below:
 function GetSpeed () {
     return movement.speed;
 }
 
 function GetVelocity () {
     return movement.velocity;
 }
 
 
 function IsMoving () {
     return movement.isMoving;
 }
 
 function IsJumping () {
     return jump.jumping;
 }
 
 function IsTouchingCeiling () {
     return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
 }
 
 function GetDirection () {
     return movement.direction;
 }
 
 function GetHangTime() {
     return movement.hangTime;
 }
 
 function Reset () {
     gameObject.tag = "Player";
 }
 
 function SetControllable (controllable : boolean) {
     canControl = controllable;
 }
 
 // Require a character controller to be attached to the same game object
 @script RequireComponent (CharacterController)
 @script AddComponentMenu ("2D Platformer/Langman Controller")

and I added LookAtMouse script from Unity wiki but my character wont look up! he can just rotate around himself like this : right http://prntscr.com/1gcj07 left http://prntscr.com/1gcj42.

basically what I want is to create aim like here: http://prntscr.com/1gcjkx which will point in direction of mouse and move gun. Im quite new to unity.

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
â–¼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image $$anonymous$$ · Jul 22, 2013 at 04:36 PM 0
Share

no one knows?

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

14 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Unity, Y U IGNOR MY Y? 2 Answers

how do i stop the stuttering? 1 Answer

My Zombunny isn't moving...help! 0 Answers

Lag in scene view 3 Answers

Apply multiple Lerps to the game value 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges