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{JavaScript para C#}

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Resolvido {JavaScript para C#}

Mensagem por Soulphantom em Qui Jul 14, 2016 7:03 pm

Teria Algum Modo de tranformar um codigo Js em C# ?
Pois eu tenho um esse codigo em Js e esta dando erro porem n sei como arrumar.
desde já grato.
Código:
#pragma strict;
#pragma implicit;
#pragma downcast;

// Does this script currently respond to input?
var canControl : boolean = true;

var useFixedUpdate : boolean = true;

// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!

// The current global direction we want the character to move in.
@System.NonSerialized
var inputMoveDirection : Vector3 = Vector3.zero;

// Is the jump button held down? We use this interface instead of checking
// for the jump button directly so this script can also be used by AIs.
@System.NonSerialized
var inputJump : boolean = false;

class CharacterMotorMovement {
 // The maximum horizontal speed when moving
 var maxForwardSpeed : float = 10.0;
 var maxSidewaysSpeed : float = 10.0;
 var maxBackwardsSpeed : float = 10.0;
 
 // Curve for multiplying speed based on slope (negative = downwards)
 var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0));
 
 // How fast does the character change speeds?  Higher is faster.
 var maxGroundAcceleration : float = 30.0;
 var maxAirAcceleration : float = 20.0;

 // The gravity for the character
 var gravity : float = 10.0;
 var maxFallSpeed : float = 20.0;
 
 // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
 // Very handy for organization!

 // The last collision flags returned from controller.Move
 @System.NonSerialized
 var collisionFlags : CollisionFlags;

 // We will keep track of the character's current velocity,
 @System.NonSerialized
 var velocity : Vector3;
 
 // This keeps track of our current velocity while we're not grounded
 @System.NonSerialized
 var frameVelocity : Vector3 = Vector3.zero;
 
 @System.NonSerialized
 var hitPoint : Vector3 = Vector3.zero;
 
 @System.NonSerialized
 var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0);
}

var movement : CharacterMotorMovement = CharacterMotorMovement();

enum MovementTransferOnJump {
 None, // The jump is not affected by velocity of floor at all.
 InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.
 PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.
 PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.
}

// We will contain all the jumping related variables in one helper class for clarity.
class CharacterMotorJumping {
 // Can the character jump?
 var enabled : boolean = true;

 // How high do we jump when pressing jump and letting go immediately
 var baseHeight : float = 1.0;
 
 // We add extraHeight units (meters) on top when holding the button down longer while jumping
 var extraHeight : float = 4.1;
 
 // How much does the character jump out perpendicular to the surface on walkable surfaces?
 // 0 means a fully vertical jump and 1 means fully perpendicular.
 var perpAmount : float = 0.0;
 
 // How much does the character jump out perpendicular to the surface on too steep surfaces?
 // 0 means a fully vertical jump and 1 means fully perpendicular.
 var steepPerpAmount : float = 0.5;
 
 // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
 // Very handy for organization!

 // Are we jumping? (Initiated with jump button and not grounded yet)
 // To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.
 @System.NonSerialized
 var jumping : boolean = false;
 
 @System.NonSerialized
 var holdingJumpButton : boolean = false;

 // the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
 @System.NonSerialized
 var lastStartTime : float = 0.0;
 
 @System.NonSerialized
 var lastButtonDownTime : float = -100;
 
 @System.NonSerialized
 var jumpDir : Vector3 = Vector3.up;
}

var jumping : CharacterMotorJumping = CharacterMotorJumping();

class CharacterMotorMovingPlatform {
 var enabled : boolean = true;
 
 var movementTransfer : MovementTransferOnJump = MovementTransferOnJump.PermaTransfer;
 
 @System.NonSerialized
 var hitPlatform : Transform;
 
 @System.NonSerialized
 var activePlatform : Transform;
 
 @System.NonSerialized
 var activeLocalPoint : Vector3;
 
 @System.NonSerialized
 var activeGlobalPoint : Vector3;
 
 @System.NonSerialized
 var activeLocalRotation : Quaternion;
 
 @System.NonSerialized
 var activeGlobalRotation : Quaternion;
 
 @System.NonSerialized
 var lastMatrix : Matrix4x4;
 
 @System.NonSerialized
 var platformVelocity : Vector3;
 
 @System.NonSerialized
 var newPlatform : boolean;
}

var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform();

class CharacterMotorSliding {
 // Does the character slide on too steep surfaces?
 var enabled : boolean = true;
 
 // How fast does the character slide on steep surfaces?
 var slidingSpeed : float = 15;
 
 // How much can the player control the sliding direction?
 // If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
 var sidewaysControl : float = 1.0;
 
 // How much can the player influence the sliding speed?
 // If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
 var speedControl : float = 0.4;
}

var sliding : CharacterMotorSliding = CharacterMotorSliding();

@System.NonSerialized
var grounded : boolean = true;

@System.NonSerialized
var groundNormal : Vector3 = Vector3.zero;

private var lastGroundNormal : Vector3 = Vector3.zero;

private var tr : Transform;

private var controller : CharacterController;

function Awake () {
 controller = GetComponent (CharacterController);
 tr = transform;
}

private function UpdateFunction () {
 // We copy the actual velocity into a temporary variable that we can manipulate.
 var velocity : Vector3 = movement.velocity;
 
 // Update velocity based on input
 velocity = ApplyInputVelocityChange(velocity);
 
 // Apply gravity and jumping force
 velocity = ApplyGravityAndJumping (velocity);
 
 // Moving platform support
 var moveDistance : Vector3 = Vector3.zero;
 if (MoveWithPlatform()) {
 var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
 moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
 if (moveDistance != Vector3.zero)
 controller.Move(moveDistance);
 
 // Support moving platform rotation as well:
        var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
        var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
        
        var yRotation = rotationDiff.eulerAngles.y;
        if (yRotation != 0) {
        // Prevent rotation of the local up vector
        tr.Rotate(0, yRotation, 0);
        }
 }
 
 // Save lastPosition for velocity calculation.
 var lastPosition : Vector3 = tr.position;
 
 // We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.
 var currentMovementOffset : Vector3 = velocity * Time.deltaTime;
 
 // Find out how much we need to push towards the ground to avoid loosing grouning
 // when walking down a step or over a sharp change in slope.
 var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
 if (grounded)
 currentMovementOffset -= pushDownOffset * Vector3.up;
 
 // Reset variables that will be set by collision function
 movingPlatform.hitPlatform = null;
 groundNormal = Vector3.zero;
 
   // Move our character!
 movement.collisionFlags = controller.Move (currentMovementOffset);
 
 movement.lastHitPoint = movement.hitPoint;
 lastGroundNormal = groundNormal;
 
 if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) {
 if (movingPlatform.hitPlatform != null) {
 movingPlatform.activePlatform = movingPlatform.hitPlatform;
 movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
 movingPlatform.newPlatform = true;
 }
 }
 
 // Calculate the velocity based on the current and previous position.  
 // This means our velocity will only be the amount the character actually moved as a result of collisions.
 var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z);
 movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
 var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z);
 
 // The CharacterController can be moved in unwanted directions when colliding with things.
 // We want to prevent this from influencing the recorded velocity.
 if (oldHVelocity == Vector3.zero) {
 movement.velocity = new Vector3(0, movement.velocity.y, 0);
 }
 else {
 var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
 movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
 }
 
 if (movement.velocity.y < velocity.y - 0.001) {
 if (movement.velocity.y < 0) {
 // Something is forcing the CharacterController down faster than it should.
 // Ignore this
 movement.velocity.y = velocity.y;
 }
 else {
 // The upwards movement of the CharacterController has been blocked.
 // This is treated like a ceiling collision - stop further jumping here.
 jumping.holdingJumpButton = false;
 }
 }
 
 // We were grounded but just loosed grounding
 if (grounded && !IsGroundedTest()) {
 grounded = false;
 
 // Apply inertia from platform
 if (movingPlatform.enabled &&
 (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
 movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
 ) {
 movement.frameVelocity = movingPlatform.platformVelocity;
 movement.velocity += movingPlatform.platformVelocity;
 }
 
 SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);
 // We pushed the character down to ensure it would stay on the ground if there was any.
 // But there wasn't so now we cancel the downwards offset to make the fall smoother.
 tr.position += pushDownOffset * Vector3.up;
 }
 // We were not grounded but just landed on something
 else if (!grounded && IsGroundedTest()) {
 grounded = true;
 jumping.jumping = false;
 SubtractNewPlatformVelocity();
 
 SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
 }
 
 // Moving platforms support
 if (MoveWithPlatform()) {
 // Use the center of the lower half sphere of the capsule as reference point.
 // This works best when the character is standing on moving tilting platforms.
 movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius);
 movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
 
 // Support moving platform rotation as well:
        movingPlatform.activeGlobalRotation = tr.rotation;
        movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation;
 }
}

function FixedUpdate () {
 if (movingPlatform.enabled) {
 if (movingPlatform.activePlatform != null) {
 if (!movingPlatform.newPlatform) {
 var lastVelocity : Vector3 = movingPlatform.platformVelocity;
 
 movingPlatform.platformVelocity = (
 movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
 - movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
 ) / Time.deltaTime;
 }
 movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
 movingPlatform.newPlatform = false;
 }
 else {
 movingPlatform.platformVelocity = Vector3.zero;
 }
 }
 
 if (useFixedUpdate)
 UpdateFunction();
}

function Update () {
 if (!useFixedUpdate)
 UpdateFunction();
}

private function ApplyInputVelocityChange (velocity : Vector3) {
 if (!canControl)
 inputMoveDirection = Vector3.zero;
 
 // Find desired velocity
 var desiredVelocity : Vector3;
 if (grounded && TooSteep()) {
 // The direction we're sliding in
 desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized;
 // Find the input movement direction projected onto the sliding direction
 var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
 // Add the sliding direction, the spped control, and the sideways control vectors
 desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
 // Multiply with the sliding speed
 desiredVelocity *= sliding.slidingSpeed;
 }
 else
 desiredVelocity = GetDesiredHorizontalVelocity();
 
 if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {
 desiredVelocity += movement.frameVelocity;
 desiredVelocity.y = 0;
 }
 
 if (grounded)
 desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
 else
 velocity.y = 0;
 
 // Enforce max velocity change
 var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime;
 var velocityChangeVector : Vector3 = (desiredVelocity - velocity);
 if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {
 velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
 }
 // If we're in the air and don't have control, don't apply any velocity change at all.
 // If we're on the ground and don't have control we do apply it - it will correspond to friction.
 if (grounded || canControl)
 velocity += velocityChangeVector;
 
 if (grounded) {
 // When going uphill, the CharacterController will automatically move up by the needed amount.
 // Not moving it upwards manually prevent risk of lifting off from the ground.
 // When going downhill, DO move down manually, as gravity is not enough on steep hills.
 velocity.y = Mathf.Min(velocity.y, 0);
 }
 
 return velocity;
}

private function ApplyGravityAndJumping (velocity : Vector3) {
 
 if (!inputJump || !canControl) {
 jumping.holdingJumpButton = false;
 jumping.lastButtonDownTime = -100;
 }
 
 if (inputJump && jumping.lastButtonDownTime < 0 && canControl)
 jumping.lastButtonDownTime = Time.time;
 
 if (grounded)
 velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
 else {
 velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
 
 // When jumping up we don't apply gravity for some time when the user is holding the jump button.
 // This gives more control over jump height by pressing the button longer.
 if (jumping.jumping && jumping.holdingJumpButton) {
 // Calculate the duration that the extra jump force should have effect.
 // If we're still less than that duration after the jumping time, apply the force.
 if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {
 // Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
 velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
 }
 }
 
 // Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
 velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);
 }
 
 if (grounded) {
 // Jump only if the jump button was pressed down in the last 0.2 seconds.
 // We use this check instead of checking if it's pressed down right now
 // because players will often try to jump in the exact moment when hitting the ground after a jump
 // and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,
 // it's confusing and it feels like the game is buggy.
 if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) {
 grounded = false;
 jumping.jumping = true;
 jumping.lastStartTime = Time.time;
 jumping.lastButtonDownTime = -100;
 jumping.holdingJumpButton = true;
 
 // Calculate the jumping direction
 if (TooSteep())
 jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
 else
 jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
 
 // Apply the jumping force to the velocity. Cancel any vertical velocity first.
 velocity.y = 0;
 velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);
 
 // Apply inertia from platform
 if (movingPlatform.enabled &&
 (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
 movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
 ) {
 movement.frameVelocity = movingPlatform.platformVelocity;
 velocity += movingPlatform.platformVelocity;
 }
 
 SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);
 }
 else {
 jumping.holdingJumpButton = false;
 }
 }
 
 return velocity;
}

function OnControllerColliderHit (hit : ControllerColliderHit) {
 if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) {
 if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
 groundNormal = hit.normal;
 else
 groundNormal = lastGroundNormal;
 
 movingPlatform.hitPlatform = hit.collider.transform;
 movement.hitPoint = hit.point;
 movement.frameVelocity = Vector3.zero;
 }
}

private function SubtractNewPlatformVelocity () {
 // When landing, subtract the velocity of the new ground from the character's velocity
 // since movement in ground is relative to the movement of the ground.
 if (movingPlatform.enabled &&
 (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
 movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
 ) {
 // If we landed on a new platform, we have to wait for two FixedUpdates
 // before we know the velocity of the platform under the character
 if (movingPlatform.newPlatform) {
 var platform : Transform = movingPlatform.activePlatform;
 yield WaitForFixedUpdate();
 yield WaitForFixedUpdate();
 if (grounded && platform == movingPlatform.activePlatform)
 yield 1;
 }
 movement.velocity -= movingPlatform.platformVelocity;
 }
}

private function MoveWithPlatform () : boolean {
 return (
 movingPlatform.enabled
 && (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
 && movingPlatform.activePlatform != null
 );
}

private function GetDesiredHorizontalVelocity () {
 // Find desired velocity
 var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection);
 var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection);
 if (grounded) {
 // Modify max speed on slopes based on slope speed multiplier curve
 var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y)  * Mathf.Rad2Deg;
 maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
 }
 return tr.TransformDirection(desiredLocalDirection * maxSpeed);
}

private function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 {
 var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity);
 return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
}

private function IsGroundedTest () {
 return (groundNormal.y > 0.01);
}

function GetMaxAcceleration (grounded : boolean) : float {
 // Maximum acceleration on ground and in air
 if (grounded)
 return movement.maxGroundAcceleration;
 else
 return movement.maxAirAcceleration;
}

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 * movement.gravity);
}

function IsJumping () {
 return jumping.jumping;
}

function IsSliding () {
 return (grounded && sliding.enabled && TooSteep());
}

function IsTouchingCeiling () {
 return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
}

function IsGrounded () {
 return grounded;
}

function TooSteep () {
 return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
}

function GetDirection () {
 return inputMoveDirection;
}

function SetControllable (controllable : boolean) {
 canControl = controllable;
}

// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.
// The function returns the length of the resulting vector.
function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float {
 if (desiredMovementDirection == Vector3.zero)
 return 0;
 else {
 var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
 var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
 var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
 return length;
 }
}

function SetVelocity (velocity : Vector3) {
 grounded = false;
 movement.velocity = velocity;
 movement.frameVelocity = Vector3.zero;
 SendMessage("OnExternalVelocity");
}

// Require a character controller to be attached to the same game object
@script RequireComponent (CharacterController)
@script AddComponentMenu ("Character/Character Motor")

Soulphantom
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Resolvido Re: {JavaScript para C#}

Mensagem por ScorpionG4mer em Qui Jul 14, 2016 9:03 pm

É só você ir refazendo o código e mudando as partes Js para C#, fazendo a conversão, o trabalho é braçal mas se o script valer a pena, são 587 linhas, então dessa vez não vai dar tempo pra mim converter isso para você, mas se ninguém fizer me procure no PM que talvez eu te ajude, como você pediu a maneira de converter isso ta ai a resposta não o trabalho pronto rsrs

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Resolvido Re: {JavaScript para C#}

Mensagem por MarcosSchultz em Sex Jul 15, 2016 3:08 am

Agora não da mais erro

Código:
#pragma strict
#pragma implicit
#pragma downcast

// Does this script currently respond to input?
var canControl : boolean = true;

var useFixedUpdate : boolean = true;

// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!

// The current global direction we want the character to move in.
@System.NonSerialized
var inputMoveDirection : Vector3 = Vector3.zero;

// Is the jump button held down? We use this interface instead of checking
// for the jump button directly so this script can also be used by AIs.
@System.NonSerialized
var inputJump : boolean = false;

class CharacterMotorMovement {
  // The maximum horizontal speed when moving
  var maxForwardSpeed : float = 10.0;
  var maxSidewaysSpeed : float = 10.0;
  var maxBackwardsSpeed : float = 10.0;
 
  // Curve for multiplying speed based on slope (negative = downwards)
  var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0));
 
  // How fast does the character change speeds?  Higher is faster.
  var maxGroundAcceleration : float = 30.0;
  var maxAirAcceleration : float = 20.0;

  // The gravity for the character
  var gravity : float = 10.0;
  var maxFallSpeed : float = 20.0;
 
  // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
  // Very handy for organization!

  // The last collision flags returned from controller.Move
  @System.NonSerialized
  var collisionFlags : CollisionFlags;

  // We will keep track of the character's current velocity,
  @System.NonSerialized
  var velocity : Vector3;
 
  // This keeps track of our current velocity while we're not grounded
  @System.NonSerialized
  var frameVelocity : Vector3 = Vector3.zero;
 
  @System.NonSerialized
  var hitPoint : Vector3 = Vector3.zero;
 
  @System.NonSerialized
  var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0);
}

var movement : CharacterMotorMovement = CharacterMotorMovement();

enum MovementTransferOnJump {
  None, // The jump is not affected by velocity of floor at all.
  InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.
  PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.
  PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.
}

// We will contain all the jumping related variables in one helper class for clarity.
class CharacterMotorJumping {
  // Can the character jump?
  var enabled : boolean = true;

  // How high do we jump when pressing jump and letting go immediately
  var baseHeight : float = 1.0;
 
  // We add extraHeight units (meters) on top when holding the button down longer while jumping
  var extraHeight : float = 4.1;
 
  // How much does the character jump out perpendicular to the surface on walkable surfaces?
  // 0 means a fully vertical jump and 1 means fully perpendicular.
  var perpAmount : float = 0.0;
 
  // How much does the character jump out perpendicular to the surface on too steep surfaces?
  // 0 means a fully vertical jump and 1 means fully perpendicular.
  var steepPerpAmount : float = 0.5;
 
  // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
  // Very handy for organization!

  // Are we jumping? (Initiated with jump button and not grounded yet)
  // To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.
  @System.NonSerialized
  var jumping : boolean = false;
 
  @System.NonSerialized
  var holdingJumpButton : boolean = false;

  // the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
  @System.NonSerialized
  var lastStartTime : float = 0.0;
 
  @System.NonSerialized
  var lastButtonDownTime : float = -100;
 
  @System.NonSerialized
  var jumpDir : Vector3 = Vector3.up;
}

var jumping : CharacterMotorJumping = CharacterMotorJumping();

class CharacterMotorMovingPlatform {
  var enabled : boolean = true;
 
  var movementTransfer : MovementTransferOnJump = MovementTransferOnJump.PermaTransfer;
 
  @System.NonSerialized
  var hitPlatform : Transform;
 
  @System.NonSerialized
  var activePlatform : Transform;
 
  @System.NonSerialized
  var activeLocalPoint : Vector3;
 
  @System.NonSerialized
  var activeGlobalPoint : Vector3;
 
  @System.NonSerialized
  var activeLocalRotation : Quaternion;
 
  @System.NonSerialized
  var activeGlobalRotation : Quaternion;
 
  @System.NonSerialized
  var lastMatrix : Matrix4x4;
 
  @System.NonSerialized
  var platformVelocity : Vector3;
 
  @System.NonSerialized
  var newPlatform : boolean;
}

var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform();

class CharacterMotorSliding {
  // Does the character slide on too steep surfaces?
  var enabled : boolean = true;
 
  // How fast does the character slide on steep surfaces?
  var slidingSpeed : float = 15;
 
  // How much can the player control the sliding direction?
  // If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
  var sidewaysControl : float = 1.0;
 
  // How much can the player influence the sliding speed?
  // If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
  var speedControl : float = 0.4;
}

var sliding : CharacterMotorSliding = CharacterMotorSliding();

@System.NonSerialized
var grounded : boolean = true;

@System.NonSerialized
var groundNormal : Vector3 = Vector3.zero;

private var lastGroundNormal : Vector3 = Vector3.zero;

private var tr : Transform;

private var controller : CharacterController;

function Awake () {
  controller = GetComponent (CharacterController);
  tr = transform;
}

private function UpdateFunction () {
  // We copy the actual velocity into a temporary variable that we can manipulate.
  var velocity : Vector3 = movement.velocity;
 
  // Update velocity based on input
  velocity = ApplyInputVelocityChange(velocity);
 
  // Apply gravity and jumping force
  velocity = ApplyGravityAndJumping (velocity);
 
  // Moving platform support
  var moveDistance : Vector3 = Vector3.zero;
  if (MoveWithPlatform()) {
      var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
      moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
      if (moveDistance != Vector3.zero)
        controller.Move(moveDistance);
     
      // Support moving platform rotation as well:
        var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
        var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
       
        var yRotation = rotationDiff.eulerAngles.y;
        if (yRotation != 0) {
          // Prevent rotation of the local up vector
          tr.Rotate(0, yRotation, 0);
        }
  }
 
  // Save lastPosition for velocity calculation.
  var lastPosition : Vector3 = tr.position;
 
  // We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.
  var currentMovementOffset : Vector3 = velocity * Time.deltaTime;
 
  // Find out how much we need to push towards the ground to avoid loosing grouning
  // when walking down a step or over a sharp change in slope.
  var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);
  if (grounded)
      currentMovementOffset -= pushDownOffset * Vector3.up;
 
  // Reset variables that will be set by collision function
  movingPlatform.hitPlatform = null;
  groundNormal = Vector3.zero;
 
      // Move our character!
  movement.collisionFlags = controller.Move (currentMovementOffset);
 
  movement.lastHitPoint = movement.hitPoint;
  lastGroundNormal = groundNormal;
 
  if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) {
      if (movingPlatform.hitPlatform != null) {
        movingPlatform.activePlatform = movingPlatform.hitPlatform;
        movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
        movingPlatform.newPlatform = true;
      }
  }
 
  // Calculate the velocity based on the current and previous position. 
  // This means our velocity will only be the amount the character actually moved as a result of collisions.
  var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z);
  movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
  var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z);
 
  // The CharacterController can be moved in unwanted directions when colliding with things.
  // We want to prevent this from influencing the recorded velocity.
  if (oldHVelocity == Vector3.zero) {
      movement.velocity = new Vector3(0, movement.velocity.y, 0);
  }
  else {
      var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
      movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
  }
 
  if (movement.velocity.y < velocity.y - 0.001) {
      if (movement.velocity.y < 0) {
        // Something is forcing the CharacterController down faster than it should.
        // Ignore this
        movement.velocity.y = velocity.y;
      }
      else {
        // The upwards movement of the CharacterController has been blocked.
        // This is treated like a ceiling collision - stop further jumping here.
        jumping.holdingJumpButton = false;
      }
  }
 
  // We were grounded but just loosed grounding
  if (grounded && !IsGroundedTest()) {
      grounded = false;
     
      // Apply inertia from platform
      if (movingPlatform.enabled &&
        (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
        movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
      ) {
        movement.frameVelocity = movingPlatform.platformVelocity;
        movement.velocity += movingPlatform.platformVelocity;
      }
     
      SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);
      // We pushed the character down to ensure it would stay on the ground if there was any.
      // But there wasn't so now we cancel the downwards offset to make the fall smoother.
      tr.position += pushDownOffset * Vector3.up;
  }
  // We were not grounded but just landed on something
  else if (!grounded && IsGroundedTest()) {
      grounded = true;
      jumping.jumping = false;
      SubtractNewPlatformVelocity();
     
      SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
  }
 
  // Moving platforms support
  if (MoveWithPlatform()) {
      // Use the center of the lower half sphere of the capsule as reference point.
      // This works best when the character is standing on moving tilting platforms.
      movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius);
      movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
     
      // Support moving platform rotation as well:
        movingPlatform.activeGlobalRotation = tr.rotation;
        movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation;
  }
}

function FixedUpdate () {
  if (movingPlatform.enabled) {
      if (movingPlatform.activePlatform != null) {
        if (!movingPlatform.newPlatform) {
            var lastVelocity : Vector3 = movingPlatform.platformVelocity;
           
            movingPlatform.platformVelocity = (
              movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
              - movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
            ) / Time.deltaTime;
        }
        movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
        movingPlatform.newPlatform = false;
      }
      else {
        movingPlatform.platformVelocity = Vector3.zero; 
      }
  }
 
  if (useFixedUpdate)
      UpdateFunction();
}

function Update () {
  if (!useFixedUpdate)
      UpdateFunction();
}

private function ApplyInputVelocityChange (velocity : Vector3) { 
  if (!canControl)
      inputMoveDirection = Vector3.zero;
 
  // Find desired velocity
  var desiredVelocity : Vector3;
  if (grounded && TooSteep()) {
      // The direction we're sliding in
      desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized;
      // Find the input movement direction projected onto the sliding direction
      var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
      // Add the sliding direction, the spped control, and the sideways control vectors
      desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
      // Multiply with the sliding speed
      desiredVelocity *= sliding.slidingSpeed;
  }
  else
      desiredVelocity = GetDesiredHorizontalVelocity();
 
  if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {
      desiredVelocity += movement.frameVelocity;
      desiredVelocity.y = 0;
  }
 
  if (grounded)
      desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
  else
      velocity.y = 0;
 
  // Enforce max velocity change
  var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime;
  var velocityChangeVector : Vector3 = (desiredVelocity - velocity);
  if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {
      velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
  }
  // If we're in the air and don't have control, don't apply any velocity change at all.
  // If we're on the ground and don't have control we do apply it - it will correspond to friction.
  if (grounded || canControl)
      velocity += velocityChangeVector;
 
  if (grounded) {
      // When going uphill, the CharacterController will automatically move up by the needed amount.
      // Not moving it upwards manually prevent risk of lifting off from the ground.
      // When going downhill, DO move down manually, as gravity is not enough on steep hills.
      velocity.y = Mathf.Min(velocity.y, 0);
  }
 
  return velocity;
}

private function ApplyGravityAndJumping (velocity : Vector3) {
 
  if (!inputJump || !canControl) {
      jumping.holdingJumpButton = false;
      jumping.lastButtonDownTime = -100;
  }
 
  if (inputJump && jumping.lastButtonDownTime < 0 && canControl)
      jumping.lastButtonDownTime = Time.time;
 
  if (grounded)
      velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
  else {
      velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
     
      // When jumping up we don't apply gravity for some time when the user is holding the jump button.
      // This gives more control over jump height by pressing the button longer.
      if (jumping.jumping && jumping.holdingJumpButton) {
        // Calculate the duration that the extra jump force should have effect.
        // If we're still less than that duration after the jumping time, apply the force.
        if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {
            // Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
            velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
        }
      }
     
      // Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
      velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);
  }
     
  if (grounded) {
      // Jump only if the jump button was pressed down in the last 0.2 seconds.
      // We use this check instead of checking if it's pressed down right now
      // because players will often try to jump in the exact moment when hitting the ground after a jump
      // and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,
      // it's confusing and it feels like the game is buggy.
      if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) {
        grounded = false;
        jumping.jumping = true;
        jumping.lastStartTime = Time.time;
        jumping.lastButtonDownTime = -100;
        jumping.holdingJumpButton = true;
       
        // Calculate the jumping direction
        if (TooSteep())
            jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
        else
            jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
       
        // Apply the jumping force to the velocity. Cancel any vertical velocity first.
        velocity.y = 0;
        velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);
       
        // Apply inertia from platform
        if (movingPlatform.enabled &&
            (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
            movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
        ) {
            movement.frameVelocity = movingPlatform.platformVelocity;
            velocity += movingPlatform.platformVelocity;
        }
       
        SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);
      }
      else {
        jumping.holdingJumpButton = false;
      }
  }
 
  return velocity;
}

function OnControllerColliderHit (hit : ControllerColliderHit) {
  if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) {
      if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
        groundNormal = hit.normal;
      else
        groundNormal = lastGroundNormal;
     
      movingPlatform.hitPlatform = hit.collider.transform;
      movement.hitPoint = hit.point;
      movement.frameVelocity = Vector3.zero;
  }
}

private function SubtractNewPlatformVelocity () {
  // When landing, subtract the velocity of the new ground from the character's velocity
  // since movement in ground is relative to the movement of the ground.
  if (movingPlatform.enabled &&
      (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
      movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
  ) {
      // If we landed on a new platform, we have to wait for two FixedUpdates
      // before we know the velocity of the platform under the character
      if (movingPlatform.newPlatform) {
        var platform : Transform = movingPlatform.activePlatform;
        yield WaitForFixedUpdate();
        yield WaitForFixedUpdate();
        if (grounded && platform == movingPlatform.activePlatform)
            yield 1;
      }
      movement.velocity -= movingPlatform.platformVelocity;
  }
}

private function MoveWithPlatform () : boolean {
  return (
      movingPlatform.enabled
      && (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
      && movingPlatform.activePlatform != null
  );
}

private function GetDesiredHorizontalVelocity () {
  // Find desired velocity
  var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection);
  var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection);
  if (grounded) {
      // Modify max speed on slopes based on slope speed multiplier curve
      var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y)  * Mathf.Rad2Deg;
      maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
  }
  return tr.TransformDirection(desiredLocalDirection * maxSpeed);
}

private function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 {
  var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity);
  return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
}

private function IsGroundedTest () {
  return (groundNormal.y > 0.01);
}

function GetMaxAcceleration (grounded : boolean) : float {
  // Maximum acceleration on ground and in air
  if (grounded)
      return movement.maxGroundAcceleration;
  else
      return movement.maxAirAcceleration;
}

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 * movement.gravity);
}

function IsJumping () {
  return jumping.jumping;
}

function IsSliding () {
  return (grounded && sliding.enabled && TooSteep());
}

function IsTouchingCeiling () {
  return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
}

function IsGrounded () {
  return grounded;
}

function TooSteep () {
  return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
}

function GetDirection () {
  return inputMoveDirection;
}

function SetControllable (controllable : boolean) {
  canControl = controllable;
}

// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.
// The function returns the length of the resulting vector.
function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float {
  if (desiredMovementDirection == Vector3.zero)
      return 0;
  else {
      var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
      var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
      var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
      return length;
  }
}

function SetVelocity (velocity : Vector3) {
  grounded = false;
  movement.velocity = velocity;
  movement.frameVelocity = Vector3.zero;
  SendMessage("OnExternalVelocity");
}

// Require a character controller to be attached to the same game object
@script RequireComponent (CharacterController)
@script AddComponentMenu ("Character/Character Motor")


Mas pensa na sintaxe ruim desse script, kkkkk

Com certeza é de algum controlador da Unity

MarcosSchultz
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Resolvido Re: {JavaScript para C#}

Mensagem por Soulphantom em Ter Jul 19, 2016 6:06 pm

sim e um controlador da unity para um personagem que estou usando porem so da problema mas vlw cara pelo esfoço e desculpa o incomodo !!

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Resolvido Re: {JavaScript para C#}

Mensagem por Soulphantom em Ter Jul 19, 2016 6:14 pm

cara agradeço muito paro de bugar e dar erro vlw mesmo !!!!!

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