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Unity3D 第一人称控制器 C#脚本

Posted on 2014-07-22 00:43  ADaii  阅读(4715)  评论(0编辑  收藏  举报
CharacterMotor.cs
using UnityEngine;   
using System.Collections;   

/**   
 *  @Author : www.xuanyusong.com    
 */

[RequireComponent(typeof(CharacterController))]   
[AddComponentMenu("Character/Character Motor")]   

public class CharacterMotor : MonoBehaviour {   
    
    // Does this script currently respond to input?   
    public bool canControl  = true;   
    
    public bool useFixedUpdate = 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]   
    public Vector3 inputMoveDirection = 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]   
    public bool inputJump  = false;   
    
    [System.Serializable]   
    public class CharacterMotorMovement   
    {   
        
        // The maximum horizontal speed when moving   
        public float maxForwardSpeed = 10.0f;   
        public float maxSidewaysSpeed = 10.0f;   
        public float maxBackwardsSpeed = 10.0f;   
        
        // Curve for multiplying speed based on slope (negative = downwards)   
        public AnimationCurve slopeSpeedMultiplier = new AnimationCurve(new Keyframe(-90, 1), new Keyframe(0, 1), new Keyframe(90, 0));   
        
        // How fast does the character change speeds?  Higher is faster.   
        public float maxGroundAcceleration = 30.0f;   
        public float maxAirAcceleration = 20.0f;   
        
        // The gravity for the character   
        public float gravity = 10.0f;   
        public float maxFallSpeed = 20.0f;   
        
        // 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]   
        public CollisionFlags collisionFlags;    
        
        // We will keep track of the character's current velocity,   
        [System.NonSerialized]   
        public Vector3 velocity;   
        
        // This keeps track of our current velocity while we're not grounded   
        [System.NonSerialized]   
        public Vector3 frameVelocity = Vector3.zero;   
        
        [System.NonSerialized]   
        public Vector3 hitPoint = Vector3.zero;   
        
        [System.NonSerialized]   
        public Vector3 lastHitPoint = new Vector3(Mathf.Infinity, 0, 0);   
    }   
    
    public CharacterMotorMovement movement = new CharacterMotorMovement();   
    
    public 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.      
    [System.Serializable]   
    public class CharacterMotorJumping {   
        // Can the character jump?   
        public bool enabled = true;   
        
        // How high do we jump when pressing jump and letting go immediately   
        public float baseHeight = 1.0f;   
        
        // We add extraHeight units (meters) on top when holding the button down longer while jumping   
        public float extraHeight = 4.1f;   
        
        // 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.   
        public float perpAmount  = 0.0f;   
        
        // 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.   
        public float steepPerpAmount = 0.5f;   
        
        // 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]   
        public bool jumping = false;   
        
        [System.NonSerialized]   
        public bool holdingJumpButton = false;   
        
        // the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)   
        [System.NonSerialized]   
        public float lastStartTime = 0.0f;   
        
        [System.NonSerialized]   
        public float lastButtonDownTime = -100f;   
        
        [System.NonSerialized]   
        public Vector3 jumpDir = Vector3.up;   
    }   
    
    public CharacterMotorJumping  jumping = new CharacterMotorJumping();   
    
    [System.Serializable]   
    public class CharacterMotorMovingPlatform {   
        public bool enabled = true;   
        
        public MovementTransferOnJump movementTransfer = MovementTransferOnJump.PermaTransfer;   
        
        [System.NonSerialized]   
        public Transform hitPlatform;   
        
        [System.NonSerialized]   
        public Transform activePlatform;   
        
        [System.NonSerialized]   
        public Vector3 activeLocalPoint;   
        
        [System.NonSerialized]   
        public Vector3 activeGlobalPoint;   
        
        [System.NonSerialized]   
        public Quaternion activeLocalRotation;   
        
        [System.NonSerialized]   
        public Quaternion activeGlobalRotation;   
        
        [System.NonSerialized]   
        public Matrix4x4 lastMatrix;   
        
        [System.NonSerialized]   
        public Vector3 platformVelocity;   
        
        [System.NonSerialized]   
        public bool newPlatform;   
    }   
    
    public CharacterMotorMovingPlatform movingPlatform  = new CharacterMotorMovingPlatform();   
    
    [System.Serializable]   
    public class CharacterMotorSliding {   
        // Does the character slide on too steep surfaces?   
        public bool enabled = true;   
        
        // How fast does the character slide on steep surfaces?   
        public float slidingSpeed  = 15f;   
        
        // 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.   
        public float sidewaysControl = 1.0f;   
        
        // 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%.   
        public float speedControl  = 0.4f;   
    }   
    
    public CharacterMotorSliding sliding  = new CharacterMotorSliding();   
    
    [System.NonSerialized]   
    public bool grounded = true;   
    
    [System.NonSerialized]   
    public Vector3 groundNormal = Vector3.zero;   
    
    private Vector3  lastGroundNormal = Vector3.zero;   
    
    private Transform tr;   
    
    private CharacterController  controller ;   
    
    void Awake () {   
        controller = GetComponent <CharacterController>();   
        tr = transform;   
    }   
    
    private void UpdateFunction () {   
        // We copy the actual velocity into a temporary variable that we can manipulate.   
        Vector3 velocity  = movement.velocity;   
        
        // Update velocity based on input   
        velocity = ApplyInputVelocityChange(velocity);   
        
        // Apply gravity and jumping force   
        velocity = ApplyGravityAndJumping (velocity);   
        
        // Moving platform support   
        Vector3 moveDistance  = Vector3.zero;   
        if (MoveWithPlatform()) {   
            Vector3 newGlobalPoint  = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);   
            moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);   
            if (moveDistance != Vector3.zero)   
                controller.Move(moveDistance);   
            
            // Support moving platform rotation as well:   
            Quaternion newGlobalRotation  = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;   
            Quaternion rotationDiff  = 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.   
        Vector3 lastPosition  = tr.position;   
        
        // We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.   
        Vector3 currentMovementOffset = 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.   
        float pushDownOffset  = Mathf.Max(controller.stepOffset, new 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.   
        Vector3 oldHVelocity  = new Vector3(velocity.x, 0, velocity.z);   
        movement.velocity = (tr.position - lastPosition) / Time.deltaTime;   
        Vector3 newHVelocity  = 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 {   
            float projectedNewVelocity  = 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*0.5f + 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;    
        }   
    }   
    
    void FixedUpdate () {   
        if (movingPlatform.enabled) {   
            if (movingPlatform.activePlatform != null) {   
                if (!movingPlatform.newPlatform) {   
                    Vector3 lastVelocity  = 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();   
    }   
    
    void Update () {   
        if (!useFixedUpdate)   
            UpdateFunction();   
    }   
    
    private Vector3 ApplyInputVelocityChange (Vector3 velocity) {      
        if (!canControl)   
            inputMoveDirection = Vector3.zero;   
        
        // Find desired velocity   
        Vector3 desiredVelocity;   
        if (grounded && TooSteep()) {   
            // The direction we're sliding in   
            desiredVelocity = new 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   
        float maxVelocityChange  = GetMaxAcceleration(grounded) * Time.deltaTime;   
        Vector3 velocityChangeVector  = (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 Vector3 ApplyGravityAndJumping (Vector3 velocity) {   
        
        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;   
    }   
    
    void OnControllerColliderHit (ControllerColliderHit hit) {   
        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 IEnumerator 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) {   
                Transform platform  = movingPlatform.activePlatform;   
                yield return new WaitForFixedUpdate();   
                yield return new WaitForFixedUpdate();   
                if (grounded && platform == movingPlatform.activePlatform)   
                    yield return 1;   
            }   
            movement.velocity -= movingPlatform.platformVelocity;   
        }   
    }   
    
    private bool MoveWithPlatform () {   
        return (   
                movingPlatform.enabled   
                && (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)   
                && movingPlatform.activePlatform != null
                );   
    }   
    
    private Vector3 GetDesiredHorizontalVelocity () {   
        // Find desired velocity   
        Vector3 desiredLocalDirection  = tr.InverseTransformDirection(inputMoveDirection);   
        float maxSpeed  = 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 Vector3 AdjustGroundVelocityToNormal (Vector3 hVelocity, Vector3 groundNormal) {   
        Vector3 sideways  = Vector3.Cross(Vector3.up, hVelocity);   
        return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;   
    }   
    
    private bool IsGroundedTest () {   
        return (groundNormal.y > 0.01);   
    }   
    
    float GetMaxAcceleration (bool grounded) {   
        // Maximum acceleration on ground and in air   
        if (grounded)   
            return movement.maxGroundAcceleration;   
        else
            return movement.maxAirAcceleration;   
    }   
    
    float CalculateJumpVerticalSpeed (float targetJumpHeight) {   
        // 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);   
    }   
    
    bool IsJumping () {   
        return jumping.jumping;   
    }   
    
    bool IsSliding () {   
        return (grounded && sliding.enabled && TooSteep());   
    }   
    
    bool IsTouchingCeiling () {   
        return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;   
    }   
    
    bool IsGrounded () {   
        return grounded;   
    }   
    
    bool TooSteep () {   
        return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));   
    }   
    
    Vector3 GetDirection () {   
        return inputMoveDirection;   
    }   
    
    void  SetControllable (bool controllable) {   
        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.   
    float MaxSpeedInDirection (Vector3 desiredMovementDirection) {   
        if (desiredMovementDirection == Vector3.zero)   
            return 0;   
        else {   
            float zAxisEllipseMultiplier = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;   
            Vector3 temp = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;   
            float length = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;   
            return length;   
        }   
    }   
    
    void SetVelocity (Vector3 velocity) {   
        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")   
    
}
FPSInputController.cs 内涵双摇杆控制脚本,请注意
using UnityEngine;   
using System.Collections;   

/**   
 *  @Author : www.xuanyusong.com    
 */

[RequireComponent(typeof(CharacterMotor))]   
[AddComponentMenu("Character/FPS Input Controller")]   

public class FPSInputController : MonoBehaviour {   
    
    private CharacterMotor motor ;   
    
    // Use this for initialization   
    void Awake () {   
        motor = GetComponent<CharacterMotor>();   
    }   
    
    // Update is called once per frame   
    void Update () 
    {   
        keyMove ();
        //joyMove ();
    }   


    void joyMove()
    {
        Vector2 getPosition = gameObject.GetComponent<JoyStick>().getPositions();
        // Get the input vector from kayboard or analog stick   
        Vector3 directionVector = new Vector3(getPosition.y, 0, getPosition.x);   
        
        if (directionVector != Vector3.zero) {   
            // Get the length of the directon vector and then normalize it   
            // Dividing by the length is cheaper than normalizing when we already have the length anyway   
            var directionLength = directionVector.magnitude;   
            directionVector = directionVector / directionLength;   
            
            // Make sure the length is no bigger than 1   
            directionLength = Mathf.Min(1, directionLength);   
            
            // Make the input vector more sensitive towards the extremes and less sensitive in the middle   
            // This makes it easier to control slow speeds when using analog sticks   
            directionLength = directionLength * directionLength;   
            
            // Multiply the normalized direction vector by the modified length   
            directionVector = directionVector * directionLength;   
        }   
        
        // Apply the direction to the CharacterMotor   
        motor.inputMoveDirection = transform.rotation * directionVector;   
        //motor.inputJump = Input.GetButton("Jump");   
    }

    void keyMove()
    {
        // Get the input vector from kayboard or analog stick  
        Vector3 directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));   
        
        if (directionVector != Vector3.zero) {   
            // Get the length of the directon vector and then normalize it   
            // Dividing by the length is cheaper than normalizing when we already have the length anyway   
            var directionLength = directionVector.magnitude;   
            directionVector = directionVector / directionLength;   
            
            // Make sure the length is no bigger than 1   
            directionLength = Mathf.Min(1, directionLength);   
            
            // Make the input vector more sensitive towards the extremes and less sensitive in the middle   
            // This makes it easier to control slow speeds when using analog sticks   
            directionLength = directionLength * directionLength;   
            
            // Multiply the normalized direction vector by the modified length   
            directionVector = directionVector * directionLength;   
        }   
        
        // Apply the direction to the CharacterMotor   
        motor.inputMoveDirection = transform.rotation * directionVector;   
        motor.inputJump = Input.GetButton("Jump");   
    }
    
}
MouseLook.cs
内涵双摇杆控制脚本,请注意
using System.Collections;

/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
///   -> A CharacterMotor and a CharacterController component will be automatically added.

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {

    public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
    public RotationAxes axes = RotationAxes.MouseXAndY;
    public float sensitivityX = 15F;
    public float sensitivityY = 15F;

    public float minimumX = -360F;
    public float maximumX = 360F;

    public float minimumY = -60F;
    public float maximumY = 60F;


    float rotationY = 0F;

    void Update ()
    {mouseMove ();
        //joyMove2();

    }

    void joyMove2()
    {
        if (axes == RotationAxes.MouseXAndY)
        {
            Vector2 getPosition = gameObject.GetComponent<JoyStick>().getPositions();

            float rotationX = transform.localEulerAngles.y + getPosition.x * sensitivityX;
            
            rotationY += getPosition.y * sensitivityY;
            rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
            
            transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
        }
        else if (axes == RotationAxes.MouseX)
        {
            Vector2 getPosition = transform.FindChild("Main Camera").GetComponent<JoyStick>().getPositions();
            transform.Rotate(0, getPosition.x * sensitivityX, 0);
        }
        else
        {
            Vector2 getPosition = gameObject.GetComponent<JoyStick>().getPositions();
            rotationY += getPosition.y * sensitivityY;
            rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
            
            transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
        }
    }

    void mouseMove()
    {if (axes == RotationAxes.MouseXAndY)
        {
            float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
            
            rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
            rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
            
            transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
        }
        else if (axes == RotationAxes.MouseX)
        {
            transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
        }
        else
        {
            rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
            rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
            
            transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
        }
    }

    
    void Start ()
    {
        // Make the rigid body not change rotation
        if (GetComponent<Rigidbody>())
            GetComponent<Rigidbody>().freezeRotation = true;
    }
}
PlatformInputController.cs
using UnityEngine;   
using System.Collections;   

/**   
 *  @Author : www.xuanyusong.com    
 */

[RequireComponent(typeof(CharacterController))]   
[AddComponentMenu("Character/Platform Input Controller")]   
public class PlatformInputController : MonoBehaviour {   
    
    public bool autoRotate = true;   
    public float  maxRotationSpeed = 360;   
    
    private CharacterMotor motor ;   
    
    // Use this for initialization   
    void Awake () {   
        motor = GetComponent<CharacterMotor>();   
    }   
    
    // Update is called once per frame   
    void Update () {   
        // Get the input vector from kayboard or analog stick   
        Vector3 directionVector = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0);   
        
        if (directionVector != Vector3.zero) {   
            // Get the length of the directon vector and then normalize it   
            // Dividing by the length is cheaper than normalizing when we already have the length anyway   
            var directionLength = directionVector.magnitude;   
            directionVector = directionVector / directionLength;   
            
            // Make sure the length is no bigger than 1   
            directionLength = Mathf.Min(1, directionLength);   
            
            // Make the input vector more sensitive towards the extremes and less sensitive in the middle   
            // This makes it easier to control slow speeds when using analog sticks   
            directionLength = directionLength * directionLength;   
            
            // Multiply the normalized direction vector by the modified length   
            directionVector = directionVector * directionLength;   
        }   
        
        // Rotate the input vector into camera space so up is camera's up and right is camera's right   
        directionVector = Camera.main.transform.rotation * directionVector;   
        
        // Rotate input vector to be perpendicular to character's up vector   
        var camToCharacterSpace = Quaternion.FromToRotation(-Camera.main.transform.forward, transform.up);   
        directionVector = (camToCharacterSpace * directionVector);   
        
        // Apply the direction to the CharacterMotor   
        motor.inputMoveDirection = directionVector;   
        motor.inputJump = Input.GetButton("Jump");   
        
        // Set rotation to the move direction      
        if (autoRotate && directionVector.sqrMagnitude > 0.01) {   
            Vector3 newForward  = ConstantSlerp(   
                                                transform.forward,   
                                                directionVector,   
                                                maxRotationSpeed * Time.deltaTime   
                                                );   
            newForward = ProjectOntoPlane(newForward, transform.up);   
            transform.rotation = Quaternion.LookRotation(newForward, transform.up);   
        }   
    }   
    
    Vector3 ProjectOntoPlane (Vector3 v, Vector3 normal) {   
        return v - Vector3.Project(v, normal);   
    }   
    
    Vector3 ConstantSlerp (Vector3 from, Vector3 to, float angle) {   
        float value = Mathf.Min(1, angle / Vector3.Angle(from, to));   
        return Vector3.Slerp(from, to, value);   
    }   
    
}
ThirdPersonCamera.cs
using UnityEngine;   
using System.Collections;   

/**   
 *  @Author : www.xuanyusong.com    
 */

public class ThirdPersonCamera : MonoBehaviour {   
    
    public Transform cameraTransform;   
    private Transform _target;   
    
    public float distance = 7.0f;   
    
    public float height = 3.0f;   
    
    public float angularSmoothLag = 0.3f;   
    public float angularMaxSpeed = 15.0f;   
    
    public float heightSmoothLag = 0.3f;   
    
    public float snapSmoothLag = 0.2f;   
    public float snapMaxSpeed = 720.0f;   
    
    public float clampHeadPositionScreenSpace = 0.75f;   
    
    public float lockCameraTimeout = 0.2f;   
    
    private Vector3 headOffset = Vector3.zero;   
    private Vector3 centerOffset = Vector3.zero;   
    
    private float heightVelocity = 0.0f;   
    private float  angleVelocity = 0.0f;   
    private bool snap = false;   
    private ThirdPersonController controller;   
    private float targetHeight = 100000.0f;    
    
    void Awake ()   
    {   
        if(!cameraTransform && Camera.main)   
            cameraTransform = Camera.main.transform;   
        if(!cameraTransform) {   
            Debug.Log("Please assign a camera to the ThirdPersonCamera script.");   
            enabled = false;       
        }   
        
        _target = transform;   
        if (_target)   
        {   
            controller = _target.GetComponent<ThirdPersonController>();   
        }   
        
        if (controller)   
        {   
            CharacterController characterController  = (CharacterController)_target.collider;   
            centerOffset = characterController.bounds.center - _target.position;   
            headOffset = centerOffset;   
            headOffset.y = characterController.bounds.max.y - _target.position.y;   
        }   
        else
            Debug.Log("Please assign a target to the camera that has a ThirdPersonController script attached.");   
        
        Cut(_target, centerOffset);   
    }   
    
    void DebugDrawStuff ()   
    {   
        Debug.DrawLine(_target.position, _target.position + headOffset);   
        
    }   
    
    float  AngleDistance (float a , float b )   
    {   
        a = Mathf.Repeat(a, 360);   
        b = Mathf.Repeat(b, 360);   
        
        return Mathf.Abs(b - a);   
    }   
    
    void  Apply (Transform dummyTarget, Vector3 dummyCenter)   
    {   
        // Early out if we don't have a target   
        if (!controller)   
            return;   
        
        Vector3 targetCenter = _target.position + centerOffset;   
        Vector3 targetHead = _target.position + headOffset;   
        
        //  DebugDrawStuff();   
        
        // Calculate the current & target rotation angles   
        float originalTargetAngle = _target.eulerAngles.y;   
        float currentAngle = cameraTransform.eulerAngles.y;   
        
        // Adjust real target angle when camera is locked   
        float targetAngle = originalTargetAngle;    
        
        // When pressing Fire2 (alt) the camera will snap to the target direction real quick.   
        // It will stop snapping when it reaches the target   
        if (Input.GetButton("Fire2"))   
            snap = true;   
        
        if (snap)   
        {   
            // We are close to the target, so we can stop snapping now!   
            if (AngleDistance (currentAngle, originalTargetAngle) < 3.0)   
                snap = false;   
            
            currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, ref angleVelocity, snapSmoothLag, snapMaxSpeed);   
        }   
        // Normal camera motion   
        else
        {   
            
            if (controller.GetLockCameraTimer () < lockCameraTimeout)   
            {   
                targetAngle = currentAngle;   
            }   
            
            // Lock the camera when moving backwards!   
            // * It is really confusing to do 180 degree spins when turning around.   
            if (AngleDistance (currentAngle, targetAngle) > 160 && controller.IsMovingBackwards ())   
                targetAngle += 180;   
            
            currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, ref angleVelocity, angularSmoothLag, angularMaxSpeed);   
        }   
        
        // When jumping don't move camera upwards but only down!   
        if (controller.IsJumping ())   
        {   
            // We'd be moving the camera upwards, do that only if it's really high   
            float newTargetHeight = targetCenter.y + height;   
            if (newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5)   
                targetHeight = targetCenter.y + height;   
        }   
        // When walking always update the target height   
        else
        {   
            targetHeight = targetCenter.y + height;   
        }   
        
        // Damp the height   
        float currentHeight = cameraTransform.position.y;   
        currentHeight = Mathf.SmoothDamp (currentHeight, targetHeight, ref heightVelocity, heightSmoothLag);   
        
        // Convert the angle into a rotation, by which we then reposition the camera   
        Quaternion currentRotation = Quaternion.Euler (0, currentAngle, 0);   
        
        // Set the position of the camera on the x-z plane to:   
        // distance meters behind the target   
        cameraTransform.position = targetCenter;   
        cameraTransform.position += currentRotation * Vector3.back * distance;   
        
        // Set the height of the camera   
        cameraTransform.position = new Vector3(cameraTransform.position.x,currentHeight,cameraTransform.position.z);   
        
        // Always look at the target       
        SetUpRotation(targetCenter, targetHead);   
    }   
    
    void LateUpdate () {   
        Apply (transform, Vector3.zero);   
    }   
    
    void  Cut (Transform dummyTarget , Vector3 dummyCenter)   
    {   
        float oldHeightSmooth = heightSmoothLag;   
        float oldSnapMaxSpeed = snapMaxSpeed;   
        float oldSnapSmooth = snapSmoothLag;   
        
        snapMaxSpeed = 10000;   
        snapSmoothLag = 0.001f;   
        heightSmoothLag = 0.001f;   
        
        snap = true;   
        Apply (transform, Vector3.zero);   
        
        heightSmoothLag = oldHeightSmooth;   
        snapMaxSpeed = oldSnapMaxSpeed;   
        snapSmoothLag = oldSnapSmooth;   
    }   
    
    void SetUpRotation (Vector3 centerPos,Vector3  headPos)   
    {   
        // Now it's getting hairy. The devil is in the details here, the big issue is jumping of course.   
        // * When jumping up and down we don't want to center the guy in screen space.   
        //  This is important to give a feel for how high you jump and avoiding large camera movements.   
        //      
        // * At the same time we dont want him to ever go out of screen and we want all rotations to be totally smooth.   
        //   
        // So here is what we will do:   
        //   
        // 1. We first find the rotation around the y axis. Thus he is always centered on the y-axis   
        // 2. When grounded we make him be centered   
        // 3. When jumping we keep the camera rotation but rotate the camera to get him back into view if his head is above some threshold   
        // 4. When landing we smoothly interpolate towards centering him on screen   
        Vector3 cameraPos = cameraTransform.position;   
        Vector3 offsetToCenter = centerPos - cameraPos;   
        
        // Generate base rotation only around y-axis   
        Quaternion yRotation = Quaternion.LookRotation(new Vector3(offsetToCenter.x, 0, offsetToCenter.z));   
        
        Vector3 relativeOffset = Vector3.forward * distance + Vector3.down * height;   
        cameraTransform.rotation = yRotation * Quaternion.LookRotation(relativeOffset);   
        
        // Calculate the projected center position and top position in world space   
        Ray centerRay = cameraTransform.camera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 1f));   
        Ray topRay = cameraTransform.camera.ViewportPointToRay(new Vector3(0.5f, clampHeadPositionScreenSpace, 1f));   
        
        Vector3 centerRayPos = centerRay.GetPoint(distance);   
        Vector3 topRayPos = topRay.GetPoint(distance);   
        
        float centerToTopAngle = Vector3.Angle(centerRay.direction, topRay.direction);   
        
        float heightToAngle = centerToTopAngle / (centerRayPos.y - topRayPos.y);   
        
        float extraLookAngle = heightToAngle * (centerRayPos.y - centerPos.y);   
        if (extraLookAngle < centerToTopAngle)   
        {   
            extraLookAngle = 0;   
        }   
        else
        {   
            extraLookAngle = extraLookAngle - centerToTopAngle;   
            cameraTransform.rotation *= Quaternion.Euler(-extraLookAngle, 0, 0);   
        }   
    }   
    
    Vector3 GetCenterOffset ()   
    {   
        return centerOffset;   
    }   
    
}
ThirdPersonController.cs
using UnityEngine;   
using System.Collections;   

/**   
 *  @Author : www.xuanyusong.com    
 */

[RequireComponent(typeof(CharacterController))]   

public class ThirdPersonController : MonoBehaviour {   
    
    public AnimationClip idleAnimation ;   
    public AnimationClip walkAnimation ;   
    public AnimationClip runAnimation ;   
    public AnimationClip jumpPoseAnimation;   
    
    public float walkMaxAnimationSpeed  = 0.75f;   
    public float trotMaxAnimationSpeed  = 1.0f;   
    public float runMaxAnimationSpeed  = 1.0f;   
    public float jumpAnimationSpeed  = 1.15f;   
    public float landAnimationSpeed  = 1.0f;   
    
    private Animation _animation;   
    
    enum CharacterState    
    {   
        Idle = 0,   
        Walking = 1,   
        Trotting = 2,   
        Running = 3,   
        Jumping = 4,   
    }   
    
    private CharacterState _characterState;   
    
    // The speed when walking   
    float walkSpeed = 2.0f;   
    // after trotAfterSeconds of walking we trot with trotSpeed   
    float trotSpeed = 4.0f;   
    // when pressing "Fire3" button (cmd) we start running   
    float runSpeed = 6.0f;   
    
    float inAirControlAcceleration = 3.0f;   
    
    // How high do we jump when pressing jump and letting go immediately   
    float jumpHeight = 0.5f;   
    
    // The gravity for the character   
    float gravity = 20.0f;   
    // The gravity in controlled descent mode   
    float speedSmoothing = 10.0f;   
    float rotateSpeed = 500.0f;   
    float trotAfterSeconds = 3.0f;   
    
    bool canJump = true;   
    
    private float jumpRepeatTime = 0.05f;   
    private float jumpTimeout = 0.15f;   
    private float groundedTimeout = 0.25f;   
    
    // The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.   
    private float lockCameraTimer = 0.0f;   
    
    // The current move direction in x-z   
    private Vector3 moveDirection = Vector3.zero;   
    // The current vertical speed   
    private float verticalSpeed = 0.0f;   
    // The current x-z move speed   
    private float moveSpeed = 0.0f;   
    
    // The last collision flags returned from controller.Move   
    private CollisionFlags collisionFlags;    
    
    // Are we jumping? (Initiated with jump button and not grounded yet)   
    private bool jumping = false;   
    private bool jumpingReachedApex = false;   
    
    // Are we moving backwards (This locks the camera to not do a 180 degree spin)   
    private bool movingBack = false;   
    // Is the user pressing any keys?   
    private bool isMoving = false;   
    // When did the user start walking (Used for going into trot after a while)   
    private float walkTimeStart = 0.0f;   
    // Last time the jump button was clicked down   
    private float lastJumpButtonTime = -10.0f;   
    // Last time we performed a jump   
    private float lastJumpTime = -1.0f;   
    
    // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)   
    private float lastJumpStartHeight = 0.0f;   
    
    private Vector3 inAirVelocity = Vector3.zero;   
    
    private float lastGroundedTime = 0.0f;   
    
    private bool isControllable = true;   
    
    void Awake ()   
    {   
        moveDirection = transform.TransformDirection(Vector3.forward);   
        
        _animation = GetComponent<Animation>();   
        if(!_animation)   
            Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");   
        
        /*   
public var idleAnimation : AnimationClip;   
public var walkAnimation : AnimationClip;   
public var runAnimation : AnimationClip;   
public var jumpPoseAnimation : AnimationClip;      
    */
        if(!idleAnimation) {   
            _animation = null;   
            Debug.Log("No idle animation found. Turning off animations.");   
        }   
        if(!walkAnimation) {   
            _animation = null;   
            Debug.Log("No walk animation found. Turning off animations.");   
        }   
        if(!runAnimation) {   
            _animation = null;   
            Debug.Log("No run animation found. Turning off animations.");   
        }   
        if(!jumpPoseAnimation && canJump) {   
            _animation = null;   
            Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");   
        }   
        
    }   
    
    void UpdateSmoothedMovementDirection ()   
    {   
        Transform cameraTransform = Camera.main.transform;   
        bool grounded = IsGrounded();   
        
        // Forward vector relative to the camera along the x-z plane       
        Vector3 forward = cameraTransform.TransformDirection(Vector3.forward);   
        forward.y = 0;   
        forward = forward.normalized;   
        
        // Right vector relative to the camera   
        // Always orthogonal to the forward vector   
        Vector3 right = new Vector3(forward.z, 0, -forward.x);   
        
        float v = Input.GetAxisRaw("Vertical");   
        float h = Input.GetAxisRaw("Horizontal");   
        
        // Are we moving backwards or looking backwards   
        if (v < -0.2f)   
            movingBack = true;   
        else
            movingBack = false;   
        
        bool wasMoving = isMoving;   
        isMoving = Mathf.Abs (h) > 0.1f || Mathf.Abs (v) > 0.1f;   
        
        // Target direction relative to the camera   
        Vector3 targetDirection = h * right + v * forward;   
        
        // Grounded controls   
        if (grounded)   
        {   
            // Lock camera for short period when transitioning moving & standing still   
            lockCameraTimer += Time.deltaTime;   
            if (isMoving != wasMoving)   
                lockCameraTimer = 0.0f;   
            
            // We store speed and direction seperately,   
            // so that when the character stands still we still have a valid forward direction   
            // moveDirection is always normalized, and we only update it if there is user input.   
            if (targetDirection != Vector3.zero)   
            {   
                // If we are really slow, just snap to the target direction   
                if (moveSpeed < walkSpeed * 0.9f && grounded)   
                {   
                    moveDirection = targetDirection.normalized;   
                }   
                // Otherwise smoothly turn towards it   
                else
                {   
                    moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);   
                    
                    moveDirection = moveDirection.normalized;   
                }   
            }   
            
            // Smooth the speed based on the current target direction   
            float curSmooth = speedSmoothing * Time.deltaTime;   
            
            // Choose target speed   
            //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways   
            float targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0f);   
            
            _characterState = CharacterState.Idle;   
            
            // Pick speed modifier   
            if (Input.GetKey (KeyCode.LeftShift) | Input.GetKey (KeyCode.RightShift))   
            {   
                targetSpeed *= runSpeed;   
                _characterState = CharacterState.Running;   
            }   
            else if (Time.time - trotAfterSeconds > walkTimeStart)   
            {   
                targetSpeed *= trotSpeed;   
                _characterState = CharacterState.Trotting;   
            }   
            else
            {   
                targetSpeed *= walkSpeed;   
                _characterState = CharacterState.Walking;   
            }   
            
            moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);   
            
            // Reset walk time start when we slow down   
            if (moveSpeed < walkSpeed * 0.3f)   
                walkTimeStart = Time.time;   
        }   
        // In air controls   
        else
        {   
            // Lock camera while in air   
            if (jumping)   
                lockCameraTimer = 0.0f;   
            
            if (isMoving)   
                inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;   
        }   
        
    }   
    
    void ApplyJumping ()   
    {   
        // Prevent jumping too fast after each other   
        if (lastJumpTime + jumpRepeatTime > Time.time)   
            return;   
        
        if (IsGrounded()) {   
            // Jump   
            // - Only when pressing the button down   
            // - With a timeout so you can press the button slightly before landing        
            if (canJump && Time.time < lastJumpButtonTime + jumpTimeout) {   
                verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);   
                SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);   
            }   
        }   
    }   
    
    void ApplyGravity ()   
    {   
        if (isControllable) // don't move player at all if not controllable.   
        {   
            // Apply gravity   
            bool jumpButton = Input.GetButton("Jump");   
            
            // When we reach the apex of the jump we send out a message   
            if (jumping && !jumpingReachedApex && verticalSpeed <= 0.0f)   
            {   
                jumpingReachedApex = true;   
                SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);   
            }   
            
            if (IsGrounded ())   
                verticalSpeed = 0.0f;   
            else
                verticalSpeed -= gravity * Time.deltaTime;   
        }   
    }   
    
    float CalculateJumpVerticalSpeed (float targetJumpHeight)   
    {   
        // From the jump height and gravity we deduce the upwards speed    
        // for the character to reach at the apex.   
        return Mathf.Sqrt(2 * targetJumpHeight * gravity);   
    }   
    
    void  DidJump ()   
    {   
        jumping = true;   
        jumpingReachedApex = false;   
        lastJumpTime = Time.time;   
        lastJumpStartHeight = transform.position.y;   
        lastJumpButtonTime = -10;   
        
        _characterState = CharacterState.Jumping;   
    }   
    
    void  Update() {   
        
        if (!isControllable)   
        {   
            // kill all inputs if not controllable.   
            Input.ResetInputAxes();   
        }   
        
        if (Input.GetButtonDown ("Jump"))   
        {   
            lastJumpButtonTime = Time.time;   
        }   
        
        UpdateSmoothedMovementDirection();   
        
        // Apply gravity   
        // - extra power jump modifies gravity   
        // - controlledDescent mode modifies gravity   
        ApplyGravity ();   
        
        // Apply jumping logic   
        ApplyJumping ();   
        
        // Calculate actual motion   
        Vector3 movement = moveDirection * moveSpeed + new Vector3 (0, verticalSpeed, 0) + inAirVelocity;   
        movement *= Time.deltaTime;   
        
        // Move the controller   
        CharacterController controller = GetComponent<CharacterController>();   
        collisionFlags = controller.Move(movement);   
        
        // ANIMATION sector   
        if(_animation) {   
            if(_characterState == CharacterState.Jumping)    
            {   
                if(!jumpingReachedApex) {   
                    _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;   
                    _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;   
                    _animation.CrossFade(jumpPoseAnimation.name);   
                } else {   
                    _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;   
                    _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;   
                    _animation.CrossFade(jumpPoseAnimation.name);                  
                }   
            }    
            else
            {   
                if(controller.velocity.sqrMagnitude < 0.1f) {   
                    _animation.CrossFade(idleAnimation.name);   
                }   
                else
                {   
                    if(_characterState == CharacterState.Running) {   
                        _animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, runMaxAnimationSpeed);   
                        _animation.CrossFade(runAnimation.name);       
                    }   
                    else if(_characterState == CharacterState.Trotting) {   
                        _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, trotMaxAnimationSpeed);   
                        _animation.CrossFade(walkAnimation.name);      
                    }   
                    else if(_characterState == CharacterState.Walking) {   
                        _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, walkMaxAnimationSpeed);   
                        _animation.CrossFade(walkAnimation.name);      
                    }   
                    
                }   
            }   
        }   
        // ANIMATION sector   
        
        // Set rotation to the move direction   
        if (IsGrounded())   
        {   
            
            transform.rotation = Quaternion.LookRotation(moveDirection);   
            
        }      
        else
        {   
            Vector3 xzMove = movement;   
            xzMove.y = 0;   
            if (xzMove.sqrMagnitude > 0.001f)   
            {   
                transform.rotation = Quaternion.LookRotation(xzMove);   
            }   
        }      
        
        // We are in jump mode but just became grounded   
        if (IsGrounded())   
        {   
            lastGroundedTime = Time.time;   
            inAirVelocity = Vector3.zero;   
            if (jumping)   
            {   
                jumping = false;   
                SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);   
            }   
        }   
    }   
    
    void  OnControllerColliderHit (ControllerColliderHit hit )   
    {   
        //  Debug.DrawRay(hit.point, hit.normal);   
        if (hit.moveDirection.y > 0.01f)    
            return;   
    }   
    
    float GetSpeed () {   
        return moveSpeed;   
    }   
    
    public bool IsJumping () {   
        return jumping;   
    }   
    
    bool IsGrounded () {   
        return (collisionFlags & CollisionFlags.CollidedBelow) != 0;   
    }   
    
    Vector3 GetDirection () {   
        return moveDirection;   
    }   
    
    public bool IsMovingBackwards () {   
        return movingBack;   
    }   
    
    public float GetLockCameraTimer ()    
    {   
        return lockCameraTimer;   
    }   
    
    bool IsMoving ()   
    {   
        return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5f;   
    }   
    
    bool HasJumpReachedApex ()   
    {   
        return jumpingReachedApex;   
    }   
    
    bool IsGroundedWithTimeout ()   
    {   
        return lastGroundedTime + groundedTimeout > Time.time;   
    }   
    
    void Reset ()   
    {   
        gameObject.tag = "Player";   
    }   
    
}