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Question by abhishakverma · Aug 10, 2013 at 02:35 PM · javascript

Problems making character hang on walls

I am trying to make my character hanging on wall after pressing the climb ctrl.I have tried many things, but none of them work. do you guys have any suggestions or edit this code.

 #pragma strict
 
 
 // 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 climbAnimation : AnimationClip;
   var ladderOn :boolean = false;
   var climbing :boolean = true;
   var curTime    : float         = 0.0;                    // current time 
 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 landAnimationSpeed : float = 1.0;
 public var climbAnimationSpeed: float =1.0;
 private var _animation : Animation;
 var  touchingwall : boolean = false;
 public var jumpbttn:GUITexture;
 public var Climb_bttn :GUITexture;
 
 var controller : CharacterController;
 
 enum CharacterState {
     Idle = 0,
     Walking = 5,
     Trotting = 2,
     Running = 3,
     Jumping = 4,
     climbn= 1,
     
     
 }
 
 private var _characterState : CharacterState;
 
 // 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 = 12.0;
 
 var climbSpeed = 7.0;
 
 var counter:int =0;
 
 var inAirControlAcceleration = 3.0;
 
 // How high do we jump when pressing jump and letting go immediately
 var jumpHeight = 0.5;
 var climbheight=1.3;
 
 // 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;
 
 
 private var isControllable = true;
 
 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.");
     }
     
     if(!climbAnimation) {
         _animation = null;
         Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
     }
             
 }
 
 
 function Start(){
 
  
             
         
 }
     
 
 
 
 
 
 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");//2;
     //var h = Input.GetAxisRaw("Horizontal");
     var h = Input.GetAxisRaw("Horizontal");//Input.acceleration.x;
     // 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;
         }
         
         /* if (Input.GetKey (KeyCode.C))
         {   Debug.Log("press c");
             targetSpeed *= climbSpeed;
             _characterState = CharacterState.climbn;
              if(_characterState == CharacterState.climbn)
              
              Debug.Log("_characterState"+_characterState);
              verticalSpeed = gravity * Time.deltaTime;
              
         }*/
         
         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");
         //var jumpButton = Input.GetMouseButton(0) && jumpbttn.HitTest(Input.mousePosition);
 
         
         
         // 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 if (_characterState == CharacterState.climbn)
                  { print ("hello");
                   
                   verticalSpeed =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(1 * targetJumpHeight * gravity);
 }
 
 function CalculateclimbVerticalSpeed (targetclimbHeight : float)
 {
     // From the jump height and gravity we deduce the upwards speed 
     // for the character to reach at the apex.
     return Mathf.Sqrt(2 * targetclimbHeight* gravity);
     
 }
 
 
 
 function DidJump ()
 {
     jumping = true;
     jumpingReachedApex = false;
     lastJumpTime = Time.time;
     lastJumpStartHeight = transform.position.z;
     lastJumpButtonTime = -1;
     
     _characterState = CharacterState.Jumping;
 }
 
 function Update() {
     //control();
      //climb();
     if (!isControllable)
     {
         // kill all inputs if not controllable.
         Input.ResetInputAxes();
     }
 
     if (Input.GetMouseButton(0) && jumpbttn.HitTest(Input.mousePosition))
     {
         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
      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);                
             }
         } 
         
          if(_characterState == CharacterState.climbn) {
                       Debug.Log("call animation");
                       print("hello");
                       
                       _animation[climbAnimation.name].speed = climbAnimationSpeed;
                       _animation[climbAnimation.name].wrapMode = WrapMode.ClampForever;
                     _animation[climbAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 5, climbAnimationSpeed);
                     _animation.CrossFade(climbAnimation.name);    
                 }
         
         
         
         
         else 
         {
             if(controller.velocity.sqrMagnitude < 0.1) {
                 //_animation.CrossFade(idleAnimation.name);
                 _animation.CrossFade(walkAnimation.name);    
                 //print("test");
             }
             else 
             {
                 if(_characterState == CharacterState.Running) {
                      Debug.Log("run");
                     _animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, runMaxAnimationSpeed);
                     _animation.CrossFade(runAnimation.name);    
                 }
                 else if(_characterState == CharacterState.Trotting) {
                     /*_animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, trotMaxAnimationSpeed);
                     _animation.CrossFade(walkAnimation.name);*/
                     _animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, runMaxAnimationSpeed);
                     _animation.CrossFade(runAnimation.name);        
                 }
                 else if(_characterState == CharacterState.Walking) {
                     _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, walkMaxAnimationSpeed);
                     _animation.CrossFade(walkAnimation.name);    
                 }
                 
                 
             }
         }
     }
     // 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 )
 
 {     var speed : float=0.0;
 //    Debug.DrawRay(hit.point, hit.normal);
     if (hit.moveDirection.y > 0.01) 
         return;
         
         
         
          if (hit.collider.gameObject.tag == "ladder"){
            
             ladderOn = true;
            
             if (Input.GetMouseButton(0) && Climb_bttn.HitTest(Input.mousePosition)){
              _characterState = CharacterState.climbn;
              verticalSpeed =CalculateclimbVerticalSpeed (climbheight);
       
            
         }
             else{
                
                 ladderOn = false;
                 //verticalSpeed -= gravity * Time.deltaTime;
                
     
                
             }
         }
     }
      
 
 
  
 
 
 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";
 }
 
 
 
 
 
     
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