using UnityEngine; namespace Pathfinding.Examples { using Pathfinding.Util; /// /// Example of how to use Mecanim with the included movement scripts. /// /// This script will use Mecanim to apply root motion to move the character /// instead of allowing the movement script to do the movement. /// /// It assumes that the Mecanim controller uses 3 input variables /// - InputMagnitude which is simply 1 when the character should be moving and 0 when it should stop. /// - X which is component of the desired movement direction along the left/right axis. /// - Y which is component of the desired movement direction along the forward/backward axis. /// /// It works with AIPath and RichAI. /// /// See: /// See: /// See: /// [HelpURL("http://arongranberg.com/astar/documentation/stable/class_pathfinding_1_1_examples_1_1_mecanim_bridge.php")] public class MecanimBridge : VersionedMonoBehaviour { public float velocitySmoothing = 1; /// Cached reference to the movement script IAstarAI ai; /// Cached Animator component Animator anim; /// Cached Transform component Transform tr; Vector3 smoothedVelocity; /// Position of the left and right feet during the previous frame Vector3[] prevFootPos = new Vector3[2]; /// Cached reference to the left and right feet Transform[] footTransforms; protected override void Awake () { base.Awake(); ai = GetComponent(); anim = GetComponent(); tr = transform; // Find the feet of the character footTransforms = new [] { anim.GetBoneTransform(HumanBodyBones.LeftFoot), anim.GetBoneTransform(HumanBodyBones.RightFoot) }; } /// Update is called once per frame void Update () { var aiBase = ai as AIBase; aiBase.canMove = false; // aiBase.updatePosition = false; // aiBase.updateRotation = false; } /// Calculate position of the currently grounded foot Vector3 CalculateBlendPoint () { // Fall back to rotating around the transform position if no feet could be found if (footTransforms[0] == null || footTransforms[1] == null) return tr.position; var leftFootPos = footTransforms[0].position; var rightFootPos = footTransforms[1].position; // This is the same calculation that Unity uses for // Animator.pivotWeight and Animator.pivotPosition // but those properties do not work for all animations apparently. var footVelocity1 = (leftFootPos - prevFootPos[0]) / Time.deltaTime; var footVelocity2 = (rightFootPos - prevFootPos[1]) / Time.deltaTime; float denominator = footVelocity1.magnitude + footVelocity2.magnitude; var pivotWeight = denominator > 0 ? footVelocity1.magnitude / denominator : 0.5f; prevFootPos[0] = leftFootPos; prevFootPos[1] = rightFootPos; var pivotPosition = Vector3.Lerp(leftFootPos, rightFootPos, pivotWeight); return pivotPosition; } void OnAnimatorMove () { Vector3 nextPosition; Quaternion nextRotation; ai.MovementUpdate(Time.deltaTime, out nextPosition, out nextRotation); //var desiredVelocity = (ai.steeringTarget - tr.position).normalized * 2;//ai.desiredVelocity; var desiredVelocity = ai.desiredVelocity; var desiredVelocityWithoutGrav = desiredVelocity; desiredVelocityWithoutGrav.y = 0; anim.SetFloat("InputMagnitude", ai.reachedEndOfPath || desiredVelocityWithoutGrav.magnitude < 0.1f ? 0f : 1f); // Calculate the desired velocity relative to the character (+Z = forward, +X = right) var localDesiredVelocity = tr.InverseTransformDirection(desiredVelocityWithoutGrav); smoothedVelocity = Vector3.Lerp(smoothedVelocity, localDesiredVelocity, velocitySmoothing > 0 ? Time.deltaTime / velocitySmoothing : 1); if (smoothedVelocity.magnitude < 0.4f) { smoothedVelocity = smoothedVelocity.normalized * 0.4f; } anim.SetFloat("X", smoothedVelocity.x); anim.SetFloat("Y", smoothedVelocity.z); // The IAstarAI interface doesn't expose rotation speeds right now, so we have to do this ugly thing. // In case this is an unknown movement script, we fall back to a reasonable value. var rotationSpeed = 360f; if (ai is AIPath aipath) { rotationSpeed = aipath.rotationSpeed; } else if (ai is RichAI richai) { rotationSpeed = richai.rotationSpeed; } // Calculate how much the agent should rotate during this frame var newRot = RotateTowards(desiredVelocityWithoutGrav, Time.deltaTime * rotationSpeed); // Rotate the character around the currently grounded foot to prevent foot sliding nextPosition = ai.position; nextRotation = ai.rotation; nextPosition = RotatePointAround(nextPosition, CalculateBlendPoint(), newRot * Quaternion.Inverse(nextRotation)); nextRotation = newRot; // Apply rotational root motion nextRotation = anim.deltaRotation * nextRotation; // Use gravity from the movement script, not from animation var deltaPos = anim.deltaPosition; deltaPos.y = desiredVelocity.y * Time.deltaTime; nextPosition += deltaPos; // Call the movement script to perform the final movement ai.FinalizeMovement(nextPosition, nextRotation); } static Vector3 RotatePointAround (Vector3 point, Vector3 around, Quaternion rotation) { return rotation * (point - around) + around; } /// /// Calculates a rotation closer to the desired direction. /// Returns: The new rotation for the character /// /// Direction in the movement plane to rotate toward. /// Maximum number of degrees to rotate this frame. protected virtual Quaternion RotateTowards (Vector3 direction, float maxDegrees) { if (direction != Vector3.zero) { Quaternion targetRotation = Quaternion.LookRotation(direction); return Quaternion.RotateTowards(tr.rotation, targetRotation, maxDegrees); } else { return tr.rotation; } } } }