// Copyright (C) 2023 Nicholas Maltbie // // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and // associated documentation files (the "Software"), to deal in the Software without restriction, // including without limitation the rights to use, copy, modify, merge, publish, distribute, // sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all copies or // substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING // BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. using UnityEngine; namespace nickmaltbie.OpenKCC.Utils { /// /// Configuration for controlling KCC Movement. /// public interface IKCCConfig { /// /// Maximum bounces when moving the player. /// int MaxBounces { get; } /// /// Vertical snap up distance the player can snap up. /// float VerticalSnapUp { get; } /// /// Minimum depth required for a stair when moving onto a step. /// float StepUpDepth { get; } /// /// Angle power for decaying momentum when bouncing off a surface. /// float AnglePower { get; } /// /// Can the player snap up steps during this movement. /// bool CanSnapUp { get; } /// /// Position to start player movement from. /// Vector3 Up { get; } /// /// Collider cast for checking what the player is colliding with. /// IColliderCast ColliderCast { get; } /// /// Get the layer mask for computing player collisions. /// LayerMask LayerMask { get; } /// /// The character's collision skin width. ///
/// This is dependant on the scale of the world, but should be a small, positive non zero value. ///
/// Reference: CharacterController.skinWidth, Unity Documentation - https://docs.unity3d.com/ScriptReference/CharacterController-skinWidth.html /// Reference: Character Controllers: Character Volume, Nvidia PhysX SDK - https://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/CharacterControllers.html#character-volume ///
float SkinWidth { get; } } /// /// fixed configuration for controlling KCC Movement. /// public class KCCConfig : IKCCConfig { /// public int MaxBounces { get; set; } = 5; /// public float VerticalSnapUp { get; set; } = 0.3f; /// public float StepUpDepth { get; set; } = 0.3f; /// public float AnglePower { get; set; } = 0.8f; /// public bool CanSnapUp { get; set; } = true; /// public Vector3 Up { get; set; } = Vector3.up; /// public IColliderCast ColliderCast { get; set; } /// public LayerMask LayerMask { get; set; } = ~0; /// public float SkinWidth { get; set; } = 0.01f; } }