implementation of drecon in unity 2022 lts
forked from:
https://github.com/joanllobera/marathon-envs
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344 lines
13 KiB
344 lines
13 KiB
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using Unity.MLAgents;
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using UnityEngine;
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using ManyWorlds;
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public class MocapAnimatorController : MonoBehaviour
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{
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public float MaxForwardVelocity = 1f; // Max run speed.
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public float MinTurnVelocity = 400f; // Turn velocity when moving at maximum speed.
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public float MaxTurnVelocity = 1200f / 3; // Turn velocity when stationary.
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public float JumpSpeed = 10f; //
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public bool debugForceJump;
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Animator _anim;
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CharacterController _characterController;
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SpawnableEnv _spawnableEnv;
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InputController _inputController;
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bool _isGrounded;
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bool _previouslyGrounded;
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const float kAirborneTurnSpeedProportion = 5.4f;
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const float kGroundTurnSpeedProportion = 200f/2;
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const float kGroundedRayDistance = 1f;
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const float kJumpAbortSpeed = 10f;
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const float kMinEnemyDotCoeff = 0.2f;
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const float kInverseOneEighty = 1f / 180f;
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const float kStickingGravityProportion = 0.3f;
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Material materialUnderFoot;
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float _forwardVelocity;
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Vector3 _lastGroundForwardVelocity;
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float _desiredForwardSpeed;
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float _verticalVelocity = -1f;
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Quaternion _targetDirection; // direction we want to move towards
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float _angleDiff; // delta between targetRotation and current roataion
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Quaternion _targetRotation;
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bool _readyToJump;
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bool _inCombo;
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int _layerMask;
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//for debugging, we disable this when setTpose in MarathonTestBedController is on
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[HideInInspector]
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public bool doFixedUpdate = true;
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[SerializeField]
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bool _isGeneratedProcedurally = false;
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public bool IsGeneratedProcedurally { set => _isGeneratedProcedurally = value; }
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protected bool IsMoveInput
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{
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get { return !Mathf.Approximately(_inputController.MovementVector.sqrMagnitude, 0f); }
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}
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public void OnAgentInitialize()
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{
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_anim = GetComponent<Animator>();
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_characterController = GetComponent<CharacterController>();
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_spawnableEnv = GetComponentInParent<SpawnableEnv>();
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_inputController = _spawnableEnv.GetComponentInChildren<InputController>();
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_targetDirection = Quaternion.Euler(0, 90, 0);
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var ragDoll = _spawnableEnv.GetComponentInChildren<RagDollAgent>( true);//we include inactive childs
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if (ragDoll)//in the ROM extraction case we do not have any ragdoll agent
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{
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_layerMask = 1 << ragDoll.gameObject.layer;
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_layerMask |= 1 << this.gameObject.layer;
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_layerMask = ~(_layerMask);
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}
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}
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void Update()
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{
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}
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void FixedUpdate()
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{
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if(doFixedUpdate)
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OnFixedUpdate();
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}
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void OnFixedUpdate()
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{
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// RotateTarget(Time.fixedDeltaTime);
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SetTargetFromMoveInput();
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CalculateForwardMovement(Time.fixedDeltaTime);
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CalculateVerticalMovement(Time.fixedDeltaTime);
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if (this.IsMoveInput)
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SetTargetRotation();
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UpdateOrientation(Time.fixedDeltaTime);
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// PlayAudio();
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// TimeoutToIdle();
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_previouslyGrounded = _isGrounded;
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}
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public void OnReset()
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{
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if (_isGeneratedProcedurally)
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doFixedUpdate = false;
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_isGrounded = true;
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_previouslyGrounded = true;
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_inCombo = false;
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_readyToJump = false;
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_forwardVelocity = 0f;
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_lastGroundForwardVelocity = Vector3.zero;
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_desiredForwardSpeed = 0f;
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_verticalVelocity = 0f;
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_angleDiff = 0f;
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if (!doFixedUpdate)
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return;
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_anim.SetBool("onGround", _isGrounded);
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// _anim.SetFloat("verticalVelocity", _verticalVelocity);
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_anim.SetFloat("angleDeltaRad", _angleDiff * Mathf.Deg2Rad);
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_anim.SetFloat("forwardVelocity", _forwardVelocity);
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_anim.SetBool("backflip", false);
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_anim.Rebind();
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_anim.SetBool("onGround", _isGrounded);
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// _anim.SetFloat("verticalVelocity", _verticalVelocity);
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_anim.SetFloat("angleDeltaRad", _angleDiff * Mathf.Deg2Rad);
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_anim.SetFloat("forwardVelocity", _forwardVelocity);
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_anim.SetBool("backflip", false);
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OnFixedUpdate();
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_anim.Update(0f);
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}
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// Called each physics step (so long as the Animator component is set to Animate Physics) after FixedUpdate to override root motion.
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void OnAnimatorMove()
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{
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if (_anim == null)
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return;
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Vector3 movement;
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float verticalVelocity = _verticalVelocity;
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if (_isGrounded)
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{
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// find ground
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RaycastHit hit;
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Ray ray = new Ray(transform.position + Vector3.up * kGroundedRayDistance * 0.5f, -Vector3.up);
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if (Physics.Raycast(ray, out hit, kGroundedRayDistance, _layerMask, QueryTriggerInteraction.Ignore))
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{
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// project velocity on plane
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movement = _anim.deltaPosition;
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movement.y = 0f;
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movement = Vector3.ProjectOnPlane(_anim.deltaPosition, hit.normal);
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// store material under foot
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Renderer groundRenderer = hit.collider.GetComponentInChildren<Renderer>();
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materialUnderFoot = groundRenderer ? groundRenderer.sharedMaterial : null;
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}
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else
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{
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// fail safe incase ray does not collide
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movement = _anim.deltaPosition;
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materialUnderFoot = null;
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}
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_lastGroundForwardVelocity = movement / Time.deltaTime;
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}
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else
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{
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movement = _lastGroundForwardVelocity * Time.deltaTime;
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}
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// Rotate the transform of the character controller by the animation's root rotation.
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_characterController.transform.rotation *= _anim.deltaRotation;
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// print ($"delta:{_anim.deltaPosition.magnitude} movement:{movement.magnitude} delta:{_anim.deltaPosition} movement:{movement}");
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// Add to the movement with the calculated vertical speed.
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movement += verticalVelocity * Vector3.up * Time.deltaTime;
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// Move the character controller.
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_characterController.Move(movement);
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// After the movement store whether or not the character controller is grounded.
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_isGrounded = _characterController.isGrounded;
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// If Ellen is not on the ground then send the vertical speed to the animator.
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// This is so the vertical speed is kept when landing so the correct landing animation is played.
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if (!_isGeneratedProcedurally) {
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if (!_isGrounded)
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_anim.SetFloat("verticalVelocity", verticalVelocity);
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// Send whether or not Ellen is on the ground to the animator.
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_anim.SetBool("onGround", _isGrounded);
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}
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}
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void RotateTarget(float deltaTime)
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{
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if (!Mathf.Approximately(_inputController.CameraRotation.x*_inputController.CameraRotation.x, 0f))
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{
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float roation = _targetDirection.eulerAngles.y;
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float delta = _inputController.CameraRotation.x * kGroundTurnSpeedProportion * deltaTime;
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roation += delta;
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// print($"{_targetDirection.eulerAngles.y} delta:{delta}, {roation}");
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_targetDirection = Quaternion.Euler(0f, roation, 0f);
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}
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}
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void SetTargetFromMoveInput()
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{
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if (!_inputController) //if it is used without a ragdoll agent (for example, for ROM extraction), we still need to initialize it
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OnAgentInitialize();
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Vector2 moveInput = _inputController.MovementVector;
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Vector3 localMovementDirection = new Vector3(moveInput.x, 0f, moveInput.y).normalized;
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_targetDirection = Quaternion.Euler(localMovementDirection);
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}
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void SetTargetRotation()
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{
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// Create three variables, move input local to the player, flattened forward direction of the camera and a local target rotation.
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Vector2 moveInput = _inputController.MovementVector;
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Vector3 localMovementDirection = new Vector3(moveInput.x, 0f, moveInput.y).normalized;
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Vector3 forward = _targetDirection * Vector3.forward;
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forward.y = 0f;
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forward.Normalize();
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Quaternion targetRotation;
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// // If the local movement direction is the opposite of forward then the target rotation should be towards the camera.
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// if (Mathf.Approximately(Vector3.Dot(localMovementDirection, Vector3.forward), -1.0f))
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// {
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// targetRotation = Quaternion.LookRotation(-forward);
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// }
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// else
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// {
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// // Otherwise the rotation should be the offset of the input from the camera's forward.
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// Quaternion cameraToInputOffset = Quaternion.FromToRotation(Vector3.forward, localMovementDirection);
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// targetRotation = Quaternion.LookRotation(cameraToInputOffset * forward);
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// }
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// targetRotation = Quaternion.LookRotation(-forward);
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Quaternion cameraToInputOffset = Quaternion.FromToRotation(Vector3.forward, localMovementDirection);
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targetRotation = Quaternion.LookRotation(cameraToInputOffset * forward);
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// The desired forward direction.
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Vector3 resultingForward = targetRotation * Vector3.forward;
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// Find the difference between the current rotation of the player and the desired rotation of the player in radians.
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float angleCurrent = Mathf.Atan2(transform.forward.x, transform.forward.z) * Mathf.Rad2Deg;
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float targetAngle = Mathf.Atan2(resultingForward.x, resultingForward.z) * Mathf.Rad2Deg;
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_angleDiff = Mathf.DeltaAngle(angleCurrent, targetAngle);
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_targetRotation = targetRotation;
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}
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void UpdateOrientation(float deltaTime)
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{
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_anim.SetFloat("angleDeltaRad", _angleDiff * Mathf.Deg2Rad);
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Vector3 localInput = new Vector3(_inputController.MovementVector.x, 0f, _inputController.MovementVector.y);
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float groundedTurnSpeed = Mathf.Lerp(MaxTurnVelocity, MinTurnVelocity, _forwardVelocity / _desiredForwardSpeed);
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float actualTurnSpeed = _isGrounded ? groundedTurnSpeed : Vector3.Angle(transform.forward, localInput) * kInverseOneEighty * kAirborneTurnSpeedProportion * groundedTurnSpeed;
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_targetRotation = Quaternion.RotateTowards(transform.rotation, _targetRotation, actualTurnSpeed * deltaTime);
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bool hasNan = float.IsNaN(_targetRotation.x) || float.IsNaN(_targetRotation.y) ||float.IsNaN(_targetRotation.z);
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if (!hasNan)
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transform.rotation = _targetRotation;
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}
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void CalculateForwardMovement(float deltaTime)
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{
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// Cache the move input and cap it's magnitude at 1.
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Vector2 moveInput = _inputController.MovementVector;
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if (moveInput.sqrMagnitude > 1f)
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moveInput.Normalize();
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// Calculate the speed intended by input.
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_desiredForwardSpeed = moveInput.magnitude * MaxForwardVelocity;
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// Note: acceleration is handle in InputController
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_forwardVelocity = _desiredForwardSpeed;
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// Set the animator parameter to control what animation is being played.
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_anim.SetFloat("forwardVelocity", _forwardVelocity);
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}
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void CalculateVerticalMovement(float deltaTime)
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{
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// If jump is not currently held and is on the ground then ready to jump.
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if (!_inputController.Jump && _isGrounded)
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_readyToJump = true;
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_anim.SetBool("backflip", _inputController.Backflip);
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if (_isGrounded)
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{
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// When grounded we apply a slight negative vertical speed to make Ellen "stick" to the ground.
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_verticalVelocity = Physics.gravity.y * kStickingGravityProportion;
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// If jump is held, Ellen is ready to jump and not currently in the middle of a melee combo...
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if (_inputController.Jump && _readyToJump && !_inCombo)
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{
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// ... then override the previously set vertical speed and make sure she cannot jump again.
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_verticalVelocity = JumpSpeed;
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_isGrounded = false;
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_readyToJump = false;
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_anim.SetBool("onGround", false);
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}
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}
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else
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{
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// If Ellen is airborne, the jump button is not held and Ellen is currently moving upwards...
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if (!_inputController.Jump && _verticalVelocity > 0.0f)
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{
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// ... decrease Ellen's vertical speed.
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// This is what causes holding jump to jump higher that tapping jump.
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_verticalVelocity -= kJumpAbortSpeed * deltaTime;
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}
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// If a jump is approximately peaking, make it absolute.
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if (Mathf.Approximately(_verticalVelocity, 0f))
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{
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_verticalVelocity = 0f;
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}
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// If Ellen is airborne, apply gravity.
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_verticalVelocity += Physics.gravity.y * deltaTime;
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}
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}
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}
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