[MY-AL] Slope Sliding Unity

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[DB-RS] Mouvement perso multijoueur
Thu
Messages : 2
Inscription : 24 Juin 2022 19:27

[MY-AL] Slope Sliding Unity

Message par Thu » 25 Juin 2022 21:44

Bonjour, j'utilise l'assets "Starters Assets" créer par Unity pour un personnage en Tps. Le problème c'est que cette assets ne dispose pas de Slope Sliding ( glisser quand une pente est trop forte). Et je vous avouerais avoir du mal a modifier le code pour le rajouter, je demande donc votre aide!

Le lien de l'assets : https://assetstore.unity.com/packages/e ... ler-196526
Voici le Scripts :

Code : Tout sélectionner

using UnityEngine;
#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
using UnityEngine.InputSystem;
#endif

/* Note: animations are called via the controller for both the character and capsule using animator null checks
 */

namespace StarterAssets
{
    [RequireComponent(typeof(CharacterController))]
#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
    [RequireComponent(typeof(PlayerInput))]
#endif
    public class ThirdPersonController : MonoBehaviour
    {
        [Header("Player")]
        [Tooltip("Move speed of the character in m/s")]
        public float MoveSpeed = 2.0f;

        [Tooltip("Sprint speed of the character in m/s")]
        public float SprintSpeed = 5.335f;

        [Tooltip("How fast the character turns to face movement direction")]
        [Range(0.0f, 0.3f)]
        public float RotationSmoothTime = 0.12f;

        [Tooltip("Acceleration and deceleration")]
        public float SpeedChangeRate = 10.0f;

        public AudioClip LandingAudioClip;
        public AudioClip[] FootstepAudioClips;
        [Range(0, 1)] public float FootstepAudioVolume = 0.5f;

        [Space(10)]
        [Tooltip("The height the player can jump")]
        public float JumpHeight = 1.2f;

        [Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
        public float Gravity = -15.0f;

        [Space(10)]
        [Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
        public float JumpTimeout = 0.50f;

        [Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
        public float FallTimeout = 0.15f;

        [Header("Player Grounded")]
        [Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
        public bool Grounded = true;

        [Tooltip("Useful for rough ground")]
        public float GroundedOffset = -0.14f;

        [Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")]
        public float GroundedRadius = 0.28f;

        [Tooltip("What layers the character uses as ground")]
        public LayerMask GroundLayers;

        [Header("Cinemachine")]
        [Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
        public GameObject CinemachineCameraTarget;

        [Tooltip("How far in degrees can you move the camera up")]
        public float TopClamp = 70.0f;

        [Tooltip("How far in degrees can you move the camera down")]
        public float BottomClamp = -30.0f;

        [Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")]
        public float CameraAngleOverride = 0.0f;

        [Tooltip("For locking the camera position on all axis")]
        public bool LockCameraPosition = false;

        // cinemachine
        private float _cinemachineTargetYaw;
        private float _cinemachineTargetPitch;

        // player
        private float _speed;
        private float _animationBlend;
        private float _targetRotation = 0.0f;
        private float _rotationVelocity;
        private float _verticalVelocity;
        private float _terminalVelocity = 53.0f;

        // timeout deltatime
        private float _jumpTimeoutDelta;
        private float _fallTimeoutDelta;

        // animation IDs
        private int _animIDSpeed;
        private int _animIDGrounded;
        private int _animIDJump;
        private int _animIDFreeFall;
        private int _animIDMotionSpeed;

#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
        private PlayerInput _playerInput;
#endif
        private Animator _animator;
        private CharacterController _controller;
        private StarterAssetsInputs _input;
        private GameObject _mainCamera;

        private const float _threshold = 0.01f;

        private bool _hasAnimator;

        private bool IsCurrentDeviceMouse
        {
            get
            {
#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
                return _playerInput.currentControlScheme == "KeyboardMouse";
#else
				return false;
#endif
            }
        }


        private void Awake()
        {
            // get a reference to our main camera
            if (_mainCamera == null)
            {
                _mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
            }
        }

        private void Start()
        {
            _cinemachineTargetYaw = CinemachineCameraTarget.transform.rotation.eulerAngles.y;
            
            _hasAnimator = TryGetComponent(out _animator);
            _controller = GetComponent<CharacterController>();
            _input = GetComponent<StarterAssetsInputs>();
#if ENABLE_INPUT_SYSTEM && STARTER_ASSETS_PACKAGES_CHECKED
            _playerInput = GetComponent<PlayerInput>();
#else
			Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it");
#endif

            AssignAnimationIDs();

            // reset our timeouts on start
            _jumpTimeoutDelta = JumpTimeout;
            _fallTimeoutDelta = FallTimeout;
        }

        private void Update()
        {
            _hasAnimator = TryGetComponent(out _animator);

            JumpAndGravity();
            GroundedCheck();
            Move();
        }

        private void LateUpdate()
        {
            CameraRotation();
        }

        private void AssignAnimationIDs()
        {
            _animIDSpeed = Animator.StringToHash("Speed");
            _animIDGrounded = Animator.StringToHash("Grounded");
            _animIDJump = Animator.StringToHash("Jump");
            _animIDFreeFall = Animator.StringToHash("FreeFall");
            _animIDMotionSpeed = Animator.StringToHash("MotionSpeed");
        }

        private void GroundedCheck()
        {
            // set sphere position, with offset
            Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset,
                transform.position.z);
            Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers,
                QueryTriggerInteraction.Ignore);

            // update animator if using character
            if (_hasAnimator)
            {
                _animator.SetBool(_animIDGrounded, Grounded);
            }
        }

        

        private void CameraRotation()
        {
            // if there is an input and camera position is not fixed
            if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition)
            {
                //Don't multiply mouse input by Time.deltaTime;
                float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;

                _cinemachineTargetYaw += _input.look.x * deltaTimeMultiplier;
                _cinemachineTargetPitch += _input.look.y * deltaTimeMultiplier;
            }

            // clamp our rotations so our values are limited 360 degrees
            _cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue);
            _cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);

            // Cinemachine will follow this target
            CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride,
                _cinemachineTargetYaw, 0.0f);
        }

        private void Move()
        {
            // set target speed based on move speed, sprint speed and if sprint is pressed
            float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;

            // a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon

            // note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
            // if there is no input, set the target speed to 0
            if (_input.move == Vector2.zero) targetSpeed = 0.0f;

            // a reference to the players current horizontal velocity
            float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;

            float speedOffset = 0.1f;
            float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;

            // accelerate or decelerate to target speed
            if (currentHorizontalSpeed < targetSpeed - speedOffset ||
                currentHorizontalSpeed > targetSpeed + speedOffset)
            {
                // creates curved result rather than a linear one giving a more organic speed change
                // note T in Lerp is clamped, so we don't need to clamp our speed
                _speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude,
                    Time.deltaTime * SpeedChangeRate);

                // round speed to 3 decimal places
                _speed = Mathf.Round(_speed * 1000f) / 1000f;
            }
            else
            {
                _speed = targetSpeed;
            }

            _animationBlend = Mathf.Lerp(_animationBlend, targetSpeed, Time.deltaTime * SpeedChangeRate);
            if (_animationBlend < 0.01f) _animationBlend = 0f;

            // normalise input direction
            Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;

            // note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
            // if there is a move input rotate player when the player is moving
            if (_input.move != Vector2.zero)
            {
                _targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg +
                                  _mainCamera.transform.eulerAngles.y;
                float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity,
                    RotationSmoothTime);

                // rotate to face input direction relative to camera position
                transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
            }


            Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward;

            // move the player
            _controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) +
                             new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);

            // update animator if using character
            if (_hasAnimator)
            {
                _animator.SetFloat(_animIDSpeed, _animationBlend);
                _animator.SetFloat(_animIDMotionSpeed, inputMagnitude);
            }
        }

        private void JumpAndGravity()
        {
            if (Grounded)
            {
                // reset the fall timeout timer
                _fallTimeoutDelta = FallTimeout;

                // update animator if using character
                if (_hasAnimator)
                {
                    _animator.SetBool(_animIDJump, false);
                    _animator.SetBool(_animIDFreeFall, false);
                }

                // stop our velocity dropping infinitely when grounded
                if (_verticalVelocity < 0.0f)
                {
                    _verticalVelocity = -2f;
                }

                // Jump
                if (_input.jump && _jumpTimeoutDelta <= 0.0f)
                {
                    // the square root of H * -2 * G = how much velocity needed to reach desired height
                    _verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);

                    // update animator if using character
                    if (_hasAnimator)
                    {
                        _animator.SetBool(_animIDJump, true);
                    }
                }

                // jump timeout
                if (_jumpTimeoutDelta >= 0.0f)
                {
                    _jumpTimeoutDelta -= Time.deltaTime;
                }
            }
            else
            {
                // reset the jump timeout timer
                _jumpTimeoutDelta = JumpTimeout;

                // fall timeout
                if (_fallTimeoutDelta >= 0.0f)
                {
                    _fallTimeoutDelta -= Time.deltaTime;
                }
                else
                {
                    // update animator if using character
                    if (_hasAnimator)
                    {
                        _animator.SetBool(_animIDFreeFall, true);
                    }
                }

                // if we are not grounded, do not jump
                _input.jump = false;
            }

            // apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
            if (_verticalVelocity < _terminalVelocity)
            {
                _verticalVelocity += Gravity * Time.deltaTime;
            }
        }

        private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
        {
            if (lfAngle < -360f) lfAngle += 360f;
            if (lfAngle > 360f) lfAngle -= 360f;
            return Mathf.Clamp(lfAngle, lfMin, lfMax);
        }

        private void OnDrawGizmosSelected()
        {
            Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
            Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);

            if (Grounded) Gizmos.color = transparentGreen;
            else Gizmos.color = transparentRed;

            // when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
            Gizmos.DrawSphere(
                new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z),
                GroundedRadius);
        }

        private void OnFootstep(AnimationEvent animationEvent)
        {
            if (animationEvent.animatorClipInfo.weight > 0.5f)
            {
                if (FootstepAudioClips.Length > 0)
                {
                    var index = Random.Range(0, FootstepAudioClips.Length);
                    AudioSource.PlayClipAtPoint(FootstepAudioClips[index], transform.TransformPoint(_controller.center), FootstepAudioVolume);
                }
            }
        }

        private void OnLand(AnimationEvent animationEvent)
        {
            if (animationEvent.animatorClipInfo.weight > 0.5f)
            {
                AudioSource.PlayClipAtPoint(LandingAudioClip, transform.TransformPoint(_controller.center), FootstepAudioVolume);
            }
        }

    }
}

Avatar de l’utilisateur
Max
Messages : 8764
Inscription : 30 Juil 2011 13:57
Contact :

Re: [MY-AL] Slope Sliding Unity

Message par Max » 26 Juin 2022 12:02

Bonjour,

tu as déjà essayé de mettre en place quelque chose ?
Le code que tu listes au dessus c'est juste le code du controller issu du Starter Assets - Third Person en fait.
Image
Pas d'aide par MP, le forum est là pour ça.
En cas de doute sur les bonnes pratiques à adopter sur le forum, consulter la Charte et sa FAQ

Thu
Messages : 2
Inscription : 24 Juin 2022 19:27

Re: [MY-AL] Slope Sliding Unity

Message par Thu » 26 Juin 2022 22:58

Bonsoir, oui j'ai essayer mais ne fonctionnant pas j'ai enlever.

Avatar de l’utilisateur
DevAmat
Messages : 435
Inscription : 23 Nov 2016 11:50

Re: [MY-AL] Slope Sliding Unity

Message par DevAmat » 28 Juin 2022 09:37

Salut,

Il y a pas mal de réponse en recherchant sur google "character controller slope slide" par Exemple.
Vidéo YT etc. Il y a des solutions différentes, donc cela va aussi dépendre de tes autres contraintes.

Ce n'est pas quelque chose prévu de base dans le "character controler" mais en adaptant certaines choses tu devrais y arriver.

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