isControllable Question

So during the "MarcoPolo" tutorial we have this in the animation section.
"As we don't use CharacterControl and CharacterCamera anymore, remove their enabling-code from RandomMatchmaker.OnJoinedRoom. Both components stay inactive now (they could be removed, too). Instead, we set isControllable"

So am I to understand that isControllable acts as the camera as well and automatically attaches it to anything that is controllable by our player? and CharacterControl ?


Right now I am having a problem, I just got done with the animations section. When I run the game in 2 windows. I have no thirdperson camera that follows my player accordingly. And When I walk it points the other character in the direction I am in and shows the Animation I AM doing, not what they are doing.
myThirdPersonController
[code2=csharp]// Require a character controller to be attached to the same game object
@script RequireComponent(CharacterController)

public var idleAnimation : AnimationClip;
public var walkAnimation : AnimationClip;
public var runAnimation : AnimationClip;
public var jumpPoseAnimation : AnimationClip;
public var fallPoseAnimation : AnimationClip;
public var attackPoseAnimation : AnimationClip;

public var walkMaxAnimationSpeed : float = 0.75;
public var trotMaxAnimationSpeed : float = 1.0;
public var runMaxAnimationSpeed : float = 1.0;
public var jumpAnimationSpeed : float = 1.15;
public var fallAnimationSpeed : float = 1.0;
public var attackAnimationSpeed : float = 1.0;

private var _animation : Animation;

enum CharacterState
{
Idle = 0,
Walking = 1,
Trotting = 2,
Running = 3,
Jumping = 4,
}

public var _characterState : CharacterState;
public var buik : Transform;
// The speed when walking
var walkSpeed = 2.0;
// after trotAfterSeconds of walking we trot with trotSpeed
var trotSpeed = 4.0;
// when pressing "Fire3" button (cmd) we start running
var runSpeed = 6.0;

var inAirControlAcceleration = 3.0;

// How high do we jump when pressing jump and letting go immediately
var jumpHeight = 0.5;

// The gravity for the character
var gravity = 20.0;
// The gravity in controlled descent mode
var speedSmoothing = 10.0;
var rotateSpeed = 500.0;
var trotAfterSeconds = 3.0;

var canJump = true;

private var jumpRepeatTime = 0.05;
private var jumpTimeout = 0.15;
private var groundedTimeout = 0.25;

// The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.
private var lockCameraTimer = 0.0;

// The current move direction in x-z
private var moveDirection = Vector3.zero;
// The current vertical speed
private var verticalSpeed = 0.0;
// The current x-z move speed
private var moveSpeed = 0.0;

// The last collision flags returned from controller.Move
private var collisionFlags : CollisionFlags;

// Are we jumping? (Initiated with jump button and not grounded yet)
private var jumping = false;
private var jumpingReachedApex = false;

// Are we moving backwards (This locks the camera to not do a 180 degree spin)
private var movingBack = false;
// Is the user pressing any keys?
private var isMoving = false;
// When did the user start walking (Used for going into trot after a while)
private var walkTimeStart = 0.0;
// Last time the jump button was clicked down
private var lastJumpButtonTime = -10.0;
// Last time we performed a jump
private var lastJumpTime = -1.0;


// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
private var lastJumpStartHeight = 0.0;


private var inAirVelocity = Vector3.zero;

private var lastGroundedTime = 0.0;


public var isControllable = false;

function 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.");
}

}


function UpdateSmoothedMovementDirection ()
{
var cameraTransform = Camera.main.transform;
var grounded = IsGrounded();

// Forward vector relative to the camera along the x-z plane
var forward = cameraTransform.TransformDirection(Vector3.forward);
forward.y = 0;
forward = forward.normalized;

// Right vector relative to the camera
// Always orthogonal to the forward vector
var right = Vector3(forward.z, 0, -forward.x);

var v = Input.GetAxisRaw("Vertical");
var h = Input.GetAxisRaw("Horizontal");
if(isControllable)
{
v = Input.GetAxisRaw("Vertical");
h = Input.GetAxisRaw("Horizontal");
}

// Are we moving backwards or looking backwards
if (v < -0.2)
movingBack = true;
else
movingBack = false;

var wasMoving = isMoving;
isMoving = Mathf.Abs (h) > 0.1 || Mathf.Abs (v) > 0.1;

// Target direction relative to the camera
var 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 = 0.0;

// 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 * 0.9 && 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
var 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
var targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0);

_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 * 0.3)
walkTimeStart = Time.time;
}
// In air controls
else
{
// Lock camera while in air
if (jumping)
lockCameraTimer = 0.0;

if (isMoving)
inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
}



}


function 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);
}
}
}


function ApplyGravity ()
{
if (isControllable) // don't move player at all if not controllable.
{
// Apply gravity
var jumpButton = Input.GetButton("Jump");


// When we reach the apex of the jump we send out a message
if (jumping && !jumpingReachedApex && verticalSpeed <= 0.0)
{
jumpingReachedApex = true;
SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
}

if (IsGrounded ())
verticalSpeed = 0.0;
else
verticalSpeed -= gravity * Time.deltaTime;
}
}

function CalculateJumpVerticalSpeed (targetJumpHeight : float)
{
// From the jump height and gravity we deduce the upwards speed
// for the character to reach at the apex.
return Mathf.Sqrt(2 * targetJumpHeight * gravity);
}

function DidJump ()
{
jumping = true;
jumpingReachedApex = false;
lastJumpTime = Time.time;
lastJumpStartHeight = transform.position.y;
lastJumpButtonTime = -10;

_characterState = CharacterState.Jumping;
}

function Update() {

if (isControllable && 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
var movement = moveDirection * moveSpeed + Vector3 (0, verticalSpeed, 0) + inAirVelocity;
movement *= Time.deltaTime;

// Move the controller
var controller : CharacterController = 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 = -fallAnimationSpeed;
_animation[fallPoseAnimation.name].speed = fallAnimationSpeed;
_animation.CrossFade(fallPoseAnimation.name, 0.1);
}
}
else
{
if (this.isControllable && controller.velocity.sqrMagnitude < 0.5)
{
_animation.CrossFade(idleAnimation.name);
this._characterState = CharacterState.Idle;
}
else
{
if (_characterState == CharacterState.Idle)
{
_animation.CrossFade(idleAnimation.name);
}
else if (_characterState == CharacterState.Running)
{
_animation[runAnimation.name].speed = runMaxAnimationSpeed;
if (isControllable) _animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, runMaxAnimationSpeed);
_animation.CrossFade(runAnimation.name);
}
else if (_characterState == CharacterState.Trotting)
{
_animation[runAnimation.name].speed = trotMaxAnimationSpeed;
if (isControllable) _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, trotMaxAnimationSpeed);
_animation.CrossFade(walkAnimation.name);
}
else if (_characterState == CharacterState.Walking)
{
_animation[runAnimation.name].speed = walkMaxAnimationSpeed;
if (isControllable) _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, walkMaxAnimationSpeed);
_animation.CrossFade(walkAnimation.name);
}
}
}
if (isControllable && Input.GetButton("Fire1"))
{
animation[attackPoseAnimation.name].AddMixingTransform(buik);
animation.CrossFade(attackPoseAnimation.name, 0.2);
animation.CrossFadeQueued(idleAnimation.name, 1.0);
}
}
// ANIMATION sector

// Set rotation to the move direction
if (IsGrounded())
{

transform.rotation = Quaternion.LookRotation(moveDirection);

}
else
{
var xzMove = movement;
xzMove.y = 0;
if (xzMove.sqrMagnitude > 0.001)
{
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);
}
}
}

function OnControllerColliderHit (hit : ControllerColliderHit )
{
// Debug.DrawRay(hit.point, hit.normal);
if (hit.moveDirection.y > 0.01)
return;
}

function GetSpeed () {
return moveSpeed;
}

function IsJumping () {
return jumping;
}

function IsGrounded () {
return (collisionFlags & CollisionFlags.CollidedBelow) != 0;
}

function GetDirection () {
return moveDirection;
}

function IsMovingBackwards () {
return movingBack;
}

function GetLockCameraTimer ()
{
return lockCameraTimer;
}

function IsMoving () : boolean
{
return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5;
}

function HasJumpReachedApex ()
{
return jumpingReachedApex;
}

function IsGroundedWithTimeout ()
{
return lastGroundedTime + groundedTimeout > Time.time;
}

function Reset ()
{
gameObject.tag = "Player";
}[/code2]

Comments

  • I'm sorry but: Can you explain that again?
    "I have no thirdperson camera that follows my player accordingly. And When I walk it points the other character in the direction I am in and shows the Animation I AM doing, not what they are doing."

    You have no cam but when you walk, there is one? Help us help you.
  • Hi,
    isControllable is a variable in ThirdPersonController which, if enabled makes the character react on user input. It doesn't deal with camera. Looks like the camera is switched on in the Unity Editor and that causes the problem. First the camera should be turned off and then turned on during runtime. Does it make sence? If something is still not clear, can you please provide us with some more information?
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