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Null Gravity Movement [Script]

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1 Null Gravity Movement [Script] on Mon Sep 28, 2015 4:54 pm

OneKnifeGames


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So I have a script that is supposed to simulate null gravity, and it works fine. I have three problems, however: 1. I want to make the movement mouse controlled (I.e Mouse goes up, player tilts up, mouse goes left, player moves left). 2. In zero gravity, people cannot "make" themselves go backwards unless the push off something. Thus, I want the script to make sure that the player can't go backwards. 3. Somewhat like problem 2, except moving forward. In null-gravity, people can't stop moving forward without an object to stop them. So I need help on making sure the player doesn't just stop while flying.

I am using Unity 5, and here is the script:

Code:
var moveSpeed: float = 6; // move speed
 var turnSpeed: float = 90; // turning speed (degrees/second)
 var lerpSpeed: float = 10; // smoothing speed
 var gravity: float = 10; // gravity acceleration
 var isGrounded: boolean;
 var deltaGround: float = 0.2; // character is grounded up to this distance
 var jumpSpeed: float = 10; // vertical jump initial speed
 var jumpRange: float = 10; // range to detect target wall
 
 private var surfaceNormal: Vector3; // current surface normal
 private var myNormal: Vector3; // character normal
 private var distGround: float; // distance from character position to ground
 private var jumping = false; // flag "I'm jumping to wall"
 private var vertSpeed: float = 0; // vertical jump current speed

 function Start(){
     myNormal = transform.up; // normal starts as character up direction
     GetComponent.<Rigidbody>().freezeRotation = true; // disable physics rotation
     // distance from transform.position to ground
     distGround = GetComponent.<Collider>().bounds.extents.y - GetComponent.<Collider>().center.y;  
 }
 
 function FixedUpdate(){
     // apply constant weight force according to character normal:
     GetComponent.<Rigidbody>().AddForce(-gravity*GetComponent.<Rigidbody>().mass*myNormal);
 }
 
 function Update(){
     // jump code - jump to wall or simple jump
     if (jumping) return;  // abort Update while jumping to a wall
     var ray: Ray;
     var hit: RaycastHit;
     if (Input.GetButtonDown("Jump")){ // jump pressed:
         ray = Ray(transform.position, transform.forward);
        if (Physics.Raycast(ray, hit, jumpRange)){ // wall ahead?
             JumpToWall(hit.point, hit.normal); // yes: jump to the wall
         }
         else if (isGrounded){ // no: if grounded, jump up
             GetComponent.<Rigidbody>().velocity += jumpSpeed * myNormal;
         }                
     }
    
     // movement code - turn left/right with Horizontal axis:
     transform.Rotate(0, Input.GetAxis("Horizontal")*turnSpeed*Time.deltaTime, 0);
     // update surface normal and isGrounded:
     ray = Ray(transform.position, -myNormal); // cast ray downwards
     if (Physics.Raycast(ray, hit)){ // use it to update myNormal and isGrounded
         isGrounded = hit.distance <= distGround + deltaGround;
         surfaceNormal = hit.normal;
     }
     else {
         isGrounded = false;
         // assume usual ground normal to avoid "falling forever"
         surfaceNormal = Vector3.up;
     }
     myNormal = Vector3.Lerp(myNormal, surfaceNormal, lerpSpeed*Time.deltaTime);
     // find forward direction with new myNormal:
     var myForward = Vector3.Cross(transform.right, myNormal);
     // align character to the new myNormal while keeping the forward direction:
     var targetRot = Quaternion.LookRotation(myForward, myNormal);
     transform.rotation = Quaternion.Lerp(transform.rotation, targetRot, lerpSpeed*Time.deltaTime);
     // move the character forth/back with Vertical axis:
     transform.Translate(0, 0, Input.GetAxis("Vertical")*moveSpeed*Time.deltaTime);
 }
 
 function JumpToWall(point: Vector3, normal: Vector3){
     // jump to wall
     jumping = true; // signal it's jumping to wall
     GetComponent.<Rigidbody>().isKinematic = true; // disable physics while jumping
     var orgPos = transform.position;
     var orgRot = transform.rotation;
     var dstPos = point + normal * (distGround + 0.5); // will jump to 0.5 above wall
     var myForward = Vector3.Cross(transform.right, normal);
     var dstRot = Quaternion.LookRotation(myForward, normal);
     for (var t: float = 0.0; t < 1.0; ){
         t += Time.deltaTime;
         transform.position = Vector3.Lerp(orgPos, dstPos, t);
         transform.rotation = Quaternion.Slerp(orgRot, dstRot, t);
         yield; // return here next frame
     }
     myNormal = normal; // update myNormal
     GetComponent.<Rigidbody>().isKinematic = false; // enable physics
     jumping = false; // jumping to wall finished
 }

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