226 lines
7.3 KiB
C#
226 lines
7.3 KiB
C#
using UnityEngine;
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namespace UnityStandardAssets.Characters.ThirdPerson.PunDemos
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{
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[RequireComponent(typeof(Rigidbody))]
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[RequireComponent(typeof(CapsuleCollider))]
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[RequireComponent(typeof(Animator))]
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public class ThirdPersonCharacter : MonoBehaviour
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{
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[SerializeField] float m_MovingTurnSpeed = 360;
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[SerializeField] float m_StationaryTurnSpeed = 180;
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[SerializeField] float m_JumpPower = 12f;
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[Range(1f, 4f)][SerializeField] float m_GravityMultiplier = 2f;
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[SerializeField] float m_RunCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others
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[SerializeField] float m_MoveSpeedMultiplier = 1f;
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[SerializeField] float m_AnimSpeedMultiplier = 1f;
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[SerializeField] float m_GroundCheckDistance = 0.1f;
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Rigidbody m_Rigidbody;
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Animator m_Animator;
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bool m_IsGrounded;
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float m_OrigGroundCheckDistance;
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const float k_Half = 0.5f;
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float m_TurnAmount;
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float m_ForwardAmount;
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Vector3 m_GroundNormal;
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float m_CapsuleHeight;
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Vector3 m_CapsuleCenter;
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CapsuleCollider m_Capsule;
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bool m_Crouching;
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void Start()
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{
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m_Animator = GetComponent<Animator>();
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m_Rigidbody = GetComponent<Rigidbody>();
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m_Capsule = GetComponent<CapsuleCollider>();
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m_CapsuleHeight = m_Capsule.height;
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m_CapsuleCenter = m_Capsule.center;
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m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
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m_OrigGroundCheckDistance = m_GroundCheckDistance;
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}
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public void Move(Vector3 move, bool crouch, bool jump)
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{
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// convert the world relative moveInput vector into a local-relative
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// turn amount and forward amount required to head in the desired
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// direction.
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if (move.magnitude > 1f) move.Normalize();
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move = transform.InverseTransformDirection(move);
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CheckGroundStatus();
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move = Vector3.ProjectOnPlane(move, m_GroundNormal);
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m_TurnAmount = Mathf.Atan2(move.x, move.z);
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m_ForwardAmount = move.z;
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ApplyExtraTurnRotation();
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// control and velocity handling is different when grounded and airborne:
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if (m_IsGrounded)
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{
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HandleGroundedMovement(crouch, jump);
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}
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else
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{
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HandleAirborneMovement();
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}
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ScaleCapsuleForCrouching(crouch);
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PreventStandingInLowHeadroom();
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// send input and other state parameters to the animator
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UpdateAnimator(move);
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}
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void ScaleCapsuleForCrouching(bool crouch)
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{
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if (m_IsGrounded && crouch)
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{
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if (m_Crouching) return;
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m_Capsule.height = m_Capsule.height / 2f;
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m_Capsule.center = m_Capsule.center / 2f;
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m_Crouching = true;
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}
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else
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{
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Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
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float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
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if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
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{
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m_Crouching = true;
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return;
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}
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m_Capsule.height = m_CapsuleHeight;
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m_Capsule.center = m_CapsuleCenter;
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m_Crouching = false;
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}
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}
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void PreventStandingInLowHeadroom()
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{
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// prevent standing up in crouch-only zones
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if (!m_Crouching)
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{
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Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
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float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
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if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
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{
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m_Crouching = true;
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}
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}
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}
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void UpdateAnimator(Vector3 move)
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{
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// update the animator parameters
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m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime);
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m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime);
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m_Animator.SetBool("Crouch", m_Crouching);
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m_Animator.SetBool("OnGround", m_IsGrounded);
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if (!m_IsGrounded)
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{
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m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y);
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}
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// calculate which leg is behind, so as to leave that leg trailing in the jump animation
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// (This code is reliant on the specific run cycle offset in our animations,
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// and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5)
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float runCycle =
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Mathf.Repeat(
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m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1);
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float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount;
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if (m_IsGrounded)
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{
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m_Animator.SetFloat("JumpLeg", jumpLeg);
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}
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// the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector,
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// which affects the movement speed because of the root motion.
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if (m_IsGrounded && move.magnitude > 0)
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{
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m_Animator.speed = m_AnimSpeedMultiplier;
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}
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else
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{
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// don't use that while airborne
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m_Animator.speed = 1;
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}
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}
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void HandleAirborneMovement()
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{
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// apply extra gravity from multiplier:
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Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity;
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m_Rigidbody.AddForce(extraGravityForce);
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m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f;
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}
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void HandleGroundedMovement(bool crouch, bool jump)
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{
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// check whether conditions are right to allow a jump:
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if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded"))
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{
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// jump!
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m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z);
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m_IsGrounded = false;
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m_Animator.applyRootMotion = false;
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m_GroundCheckDistance = 0.1f;
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}
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}
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void ApplyExtraTurnRotation()
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{
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// help the character turn faster (this is in addition to root rotation in the animation)
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float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount);
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transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0);
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}
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public void OnAnimatorMove()
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{
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// we implement this function to override the default root motion.
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// this allows us to modify the positional speed before it's applied.
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if (m_IsGrounded && Time.deltaTime > 0)
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{
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Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;
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// we preserve the existing y part of the current velocity.
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v.y = m_Rigidbody.velocity.y;
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m_Rigidbody.velocity = v;
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}
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}
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void CheckGroundStatus()
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{
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RaycastHit hitInfo;
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#if UNITY_EDITOR
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// helper to visualise the ground check ray in the scene view
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Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance));
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#endif
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// 0.1f is a small offset to start the ray from inside the character
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// it is also good to note that the transform position in the sample assets is at the base of the character
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if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance))
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{
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m_GroundNormal = hitInfo.normal;
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m_IsGrounded = true;
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m_Animator.applyRootMotion = true;
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}
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else
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{
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m_IsGrounded = false;
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m_GroundNormal = Vector3.up;
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m_Animator.applyRootMotion = false;
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}
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}
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}
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}
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