my player slowing when mouse movement .in direct W,A,S,D movement no problem .I reimported characters because of falsely I deleted the characters(Third person controller too).and I checked player movement code and
third person character code ,third person user controller.so I dont understand what is the problem ?
why only in mouse movement mode player s speed and animations slowing .???
here is codes…
using System;
using UnityEngine;
using UnityStandardAssets.Characters.ThirdPerson;
[RequireComponent(typeof (ThirdPersonCharacter))]
public class PlayerMovement : MonoBehaviour
{
[SerializeField] float walkMoveStopRadius = 1f;
[SerializeField] float attackMoveStopRadius = 5f;
ThirdPersonCharacter thirdPersonCharacter; // A reference to the ThirdPersonCharacter on the object
CameraRaycaster cameraRaycaster;
Vector3 currentDestination, clickPoint;
bool isInDirectMode = false;
private void Start()
{
cameraRaycaster = Camera.main.GetComponent<CameraRaycaster>();
thirdPersonCharacter = GetComponent<ThirdPersonCharacter>();
currentDestination = transform.position;//?
}
// Fixed update is called in sync with physics
private void FixedUpdate()
{
if (Input.GetKeyDown(KeyCode.G)) // G for gamepad. TODO add to menu
{
isInDirectMode = !isInDirectMode; // toggle mode
currentDestination = transform.position; // clear the click target
}
if (isInDirectMode)
{
ProcessDirectMovement();
}
else
{
ProcessMouseMovement();
}
}
private void ProcessDirectMovement()
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
// calculate camera relative direction to move:
Vector3 cameraForward = Vector3.Scale(Camera.main.transform.forward, new Vector3(1, 0, 1)).normalized;
Vector3 movement = v * cameraForward + h * Camera.main.transform.right;
thirdPersonCharacter.Move(movement, false, false);
clickPoint = cameraRaycaster.hit.point;
}
private void ProcessMouseMovement()
{
if (Input.GetMouseButton(0))
{
clickPoint = cameraRaycaster.hit.point;
switch (cameraRaycaster.currentLayerHit)
{
case Layer.Walkable:
currentDestination = ShortDestination(clickPoint, walkMoveStopRadius);//işaretlenen yere walkmovestopraidus kadar yaklaş
break;
case Layer.Enemy:
currentDestination = ShortDestination(clickPoint, attackMoveStopRadius);//işaretlenen yere atackmovestopradius kadar yaklaş
break;
default:
print("Unexpected layer found");
return;
}
}
WalkToDestination();
}
private void WalkToDestination()//****önemli
{
var playerToClickPoint = currentDestination - transform.position;
if (playerToClickPoint.magnitude >= 0.1f)
{
thirdPersonCharacter.Move(playerToClickPoint, false, false);
}
else
{
thirdPersonCharacter.Move(Vector3.zero, false, false);
}
}
Vector3 ShortDestination(Vector3 destination, float shortening)//for Enemy destination=clickpoint,shorttening=attackmovestopradius,,for ground=clickpoint/walkmovestopradius
{
Vector3 reductionVector = (destination - transform.position).normalized * shortening;//
return destination - reductionVector;//new destination
}
void OnDrawGizmos()
{
// Draw movement gizmos
Gizmos.color = Color.black;
Gizmos.DrawLine(transform.position, clickPoint);
Gizmos.DrawSphere(currentDestination, 0.15f);
Gizmos.DrawSphere(clickPoint, 0.1f);
// Draw attack sphere
Gizmos.color = new Color(255f, 0f, 0, .5f);
Gizmos.DrawWireSphere(transform.position, attackMoveStopRadius);
}
}
and the character user control
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
namespace UnityStandardAssets.Characters.ThirdPerson
{
[RequireComponent(typeof (ThirdPersonCharacter))]
public class ThirdPersonUserControl : MonoBehaviour
{
private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
private Transform m_Cam; // A reference to the main camera in the scenes transform
private Vector3 m_CamForward; // The current forward direction of the camera
private Vector3 m_Move;
private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.
private void Start()
{
// get the transform of the main camera
if (Camera.main != null)
{
m_Cam = Camera.main.transform;
}
else
{
Debug.LogWarning(
"Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject);
// we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
}
// get the third person character ( this should never be null due to require component )
m_Character = GetComponent<ThirdPersonCharacter>();
}
private void Update()
{
if (!m_Jump)
{
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
}
}
// Fixed update is called in sync with physics
private void FixedUpdate()
{
// read inputs
float h = CrossPlatformInputManager.GetAxis("Horizontal");
float v = CrossPlatformInputManager.GetAxis("Vertical");
bool crouch = Input.GetKey(KeyCode.C);
// calculate move direction to pass to character
if (m_Cam != null)
{
// calculate camera relative direction to move:
m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
m_Move = v*m_CamForward + h*m_Cam.right;
}
else
{
// we use world-relative directions in the case of no main camera
m_Move = v*Vector3.forward + h*Vector3.right;
}
#if !MOBILE_INPUT
// walk speed multiplier
if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
#endif
// pass all parameters to the character control script
m_Character.Move(m_Move, crouch, m_Jump);
m_Jump = false;
}
}
}
and the character control
using UnityEngine;
namespace UnityStandardAssets.Characters.ThirdPerson
{
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(CapsuleCollider))]
[RequireComponent(typeof(Animator))]
public class ThirdPersonCharacter : MonoBehaviour
{
[SerializeField] float m_MovingTurnSpeed = 360;
[SerializeField] float m_StationaryTurnSpeed = 180;
[SerializeField] float m_JumpPower = 12f;
[Range(1f, 4f)][SerializeField] float m_GravityMultiplier = 2f;
[SerializeField] float m_RunCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others
[SerializeField] float m_MoveSpeedMultiplier = 1f;
[SerializeField] float m_AnimSpeedMultiplier = 1f;
[SerializeField] float m_GroundCheckDistance = 0.1f;
Rigidbody m_Rigidbody;
Animator m_Animator;
bool m_IsGrounded;
float m_OrigGroundCheckDistance;
const float k_Half = 0.5f;
float m_TurnAmount;
float m_ForwardAmount;
Vector3 m_GroundNormal;
float m_CapsuleHeight;
Vector3 m_CapsuleCenter;
CapsuleCollider m_Capsule;
bool m_Crouching;
void Start()
{
m_Animator = GetComponent<Animator>();
m_Rigidbody = GetComponent<Rigidbody>();
m_Capsule = GetComponent<CapsuleCollider>();
m_CapsuleHeight = m_Capsule.height;
m_CapsuleCenter = m_Capsule.center;
m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
m_OrigGroundCheckDistance = m_GroundCheckDistance;
}
public void Move(Vector3 move, bool crouch, bool jump)
{
// convert the world relative moveInput vector into a local-relative
// turn amount and forward amount required to head in the desired
// direction.
if (move.magnitude > 1f) move.Normalize();
move = transform.InverseTransformDirection(move);
CheckGroundStatus();
move = Vector3.ProjectOnPlane(move, m_GroundNormal);
m_TurnAmount = Mathf.Atan2(move.x, move.z);
m_ForwardAmount = move.z;
ApplyExtraTurnRotation();
// control and velocity handling is different when grounded and airborne:
if (m_IsGrounded)
{
HandleGroundedMovement(crouch, jump);
}
else
{
HandleAirborneMovement();
}
ScaleCapsuleForCrouching(crouch);
PreventStandingInLowHeadroom();
// send input and other state parameters to the animator
UpdateAnimator(move);
}
void ScaleCapsuleForCrouching(bool crouch)
{
if (m_IsGrounded && crouch)
{
if (m_Crouching) return;
m_Capsule.height = m_Capsule.height / 2f;
m_Capsule.center = m_Capsule.center / 2f;
m_Crouching = true;
}
else
{
Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
{
m_Crouching = true;
return;
}
m_Capsule.height = m_CapsuleHeight;
m_Capsule.center = m_CapsuleCenter;
m_Crouching = false;
}
}
void PreventStandingInLowHeadroom()
{
// prevent standing up in crouch-only zones
if (!m_Crouching)
{
Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
{
m_Crouching = true;
}
}
}
void UpdateAnimator(Vector3 move)
{
// update the animator parameters
m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime);
m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime);
m_Animator.SetBool("Crouch", m_Crouching);
m_Animator.SetBool("OnGround", m_IsGrounded);
if (!m_IsGrounded)
{
m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y);
}
// calculate which leg is behind, so as to leave that leg trailing in the jump animation
// (This code is reliant on the specific run cycle offset in our animations,
// and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5)
float runCycle =
Mathf.Repeat(
m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1);
float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount;
if (m_IsGrounded)
{
m_Animator.SetFloat("JumpLeg", jumpLeg);
}
// the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector,
// which affects the movement speed because of the root motion.
if (m_IsGrounded && move.magnitude > 0)
{
m_Animator.speed = m_AnimSpeedMultiplier;
}
else
{
// don't use that while airborne
m_Animator.speed = 1;
}
}
void HandleAirborneMovement()
{
// apply extra gravity from multiplier:
Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity;
m_Rigidbody.AddForce(extraGravityForce);
m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f;
}
void HandleGroundedMovement(bool crouch, bool jump)
{
// check whether conditions are right to allow a jump:
if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded"))
{
// jump!
m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z);
m_IsGrounded = false;
m_Animator.applyRootMotion = false;
m_GroundCheckDistance = 0.1f;
}
}
void ApplyExtraTurnRotation()
{
// help the character turn faster (this is in addition to root rotation in the animation)
float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount);
transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0);
}
public void OnAnimatorMove()
{
// we implement this function to override the default root motion.
// this allows us to modify the positional speed before it's applied.
if (m_IsGrounded && Time.deltaTime > 0)
{
Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;
// we preserve the existing y part of the current velocity.
v.y = m_Rigidbody.velocity.y;
m_Rigidbody.velocity = v;
}
}
void CheckGroundStatus()
{
RaycastHit hitInfo;
#if UNITY_EDITOR
// helper to visualise the ground check ray in the scene view
Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance));
#endif
// 0.1f is a small offset to start the ray from inside the character
// it is also good to note that the transform position in the sample assets is at the base of the character
if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance))
{
m_GroundNormal = hitInfo.normal;
m_IsGrounded = true;
m_Animator.applyRootMotion = true;
}
else
{
m_IsGrounded = false;
m_GroundNormal = Vector3.up;
m_Animator.applyRootMotion = false;
}
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraRaycaster : MonoBehaviour {
public Layer[] layerPriorities = {
Layer.Enemy,
Layer.Walkable
};
float distanceToBackground = 100f;
Camera viewCamera;
//-------------------------------------
RaycastHit raycastHit;//içerden kullanım
public RaycastHit hit//dışardan ulaşım için .PlayerMovement kullanıyor
{
get { return raycastHit; }
}
//--------------------------------------
Layer layerHit;//bu scriptte bunu kullanıyoruz.içerden kullanım için
public Layer currentLayerHit //dışardan ulaşım için playermovement ,cursoraffordance
{
get { return layerHit; }
}
//--------------------------------------------
public delegate void OnLayerChange(Layer newLayer); // declare new delegate type
public event OnLayerChange onLayerChange; // instantiate an observer set
void Start()
{
viewCamera = Camera.main;
}
void Update(){
foreach (Layer layer in layerPriorities)
{
var hit = RaycastForLayer(layer);//herbir layer için hit o layer için hittir.(hit i layer a göre tanımlamak.)public hit
if (hit.HasValue)
{
raycastHit = hit.Value;//hitin değeri.içerden kullanım raycastHit.hit=public
if (layerHit != layer) // if layer has changed.eğer o layer değilse
{
layerHit = layer;//bu layerdır.nonpublic
onLayerChange(layer); // call the delegates
}
layerHit = layer;//non public
return;
}
}//yada
raycastHit.distance = distanceToBackground;//raycastHit nonpublic
layerHit = Layer.RaycastEndStop;
}
RaycastHit? RaycastForLayer(Layer layer)//? DEMEK NULLABLE DEMEK
{
int layerMask = 1 << (int)layer; // See Unity docs for mask formation
Ray ray = viewCamera.ScreenPointToRay(Input.mousePosition);
RaycastHit hit; // used as an out parameter
bool hasHit = Physics.Raycast(ray, out hit, distanceToBackground, layerMask);
if (hasHit)//EĞER BiŞEYE DEĞDiYSE
{
return hit;//HiT=RAYCASTHiT
}
return null;//YADA HiT=NULL
}
}