Need traslate the example Locomotion System C# to Javascript. Help!
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(CapsuleCollider))]
public class PhysicsCharacterMotor : CharacterMotor {
public GameObject character;
public float SpeedAnim;
public float maxRotationSpeed = 270;
public bool useCentricGravity = false;
public LayerMask groundLayers;
public Vector3 gravityCenter = Vector3.zero;
void Awake () {
rigidbody.freezeRotation = true;
rigidbody.useGravity = false;
character.animation["run"].speed = SpeedAnim;
character.animation["run"].layer = 1;
character.animation["fly"].layer = 1;
character.animation["idle"].layer = 1;
}
private void AdjustToGravity() {
int origLayer = gameObject.layer;
gameObject.layer = 2;
Vector3 currentUp = transform.up;
//Vector3 gravityUp = (transform.position-gravityCenter).normalized;
float damping = Mathf.Clamp01(Time.deltaTime*5);
RaycastHit hit;
Vector3 desiredUp = Vector3.zero;
for (int i=0; i<8; i++) {
Vector3 rayStart =
transform.position + transform.up + Quaternion.AngleAxis(360*i/8.0f, transform.up) * (transform.right*0.5f) + desiredVelocity*0.2f;
if ( Physics.Raycast(rayStart, transform.up*-2, out hit, 3.0f, groundLayers.value) ) {
desiredUp += hit.normal;
}
}
desiredUp = (currentUp+desiredUp).normalized;
Vector3 newUp = (currentUp+desiredUp*damping).normalized;
float angle = Vector3.Angle(currentUp,newUp);
if (angle>0.01) {
Vector3 axis = Vector3.Cross(currentUp,newUp).normalized;
Quaternion rot = Quaternion.AngleAxis(angle,axis);
transform.rotation = rot * transform.rotation;
}
gameObject.layer = origLayer;
}
private void UpdateFacingDirection() {
// Calculate which way character should be facing
float facingWeight = desiredFacingDirection.magnitude;
Vector3 combinedFacingDirection = (transform.rotation * desiredMovementDirection * (1-facingWeight)+ desiredFacingDirection * facingWeight);
combinedFacingDirection = Util.ProjectOntoPlane(combinedFacingDirection, transform.up);
combinedFacingDirection = alignCorrection * combinedFacingDirection;
if (combinedFacingDirection.sqrMagnitude > 0.1f) {
Vector3 newForward = Util.ConstantSlerp(transform.forward,combinedFacingDirection,maxRotationSpeed*Time.deltaTime);newForward = Util.ProjectOntoPlane(newForward, transform.up);
//Debug.DrawLine(transform.position, transform.position+newForward, Color.yellow);
Quaternion q = new Quaternion();
q.SetLookRotation(newForward, transform.up);
transform.rotation = q;
}
}
private void UpdateVelocity() {
Vector3 velocity = rigidbody.velocity;
if (grounded) velocity = Util.ProjectOntoPlane(velocity, transform.up);
// Calculate how fast we should be moving
jumping = false;
if (grounded) {
// Apply a force that attempts to reach our target velocity
Vector3 velocityChange = (desiredVelocity - velocity);
if (velocityChange.magnitude > maxVelocityChange) {
velocityChange = velocityChange.normalized * maxVelocityChange;
}
rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);
character.animation.CrossFade("run", 0.05f);
// Jump
if (canJump && Input.GetButton("Jump")) {
rigidbody.velocity = velocity + transform.up * Mathf.Sqrt(2 * jumpHeight * gravity);
jumping = true;
character.animation.CrossFade("fly", 0.1f);
}
}
// Apply downwards gravity
rigidbody.AddForce(transform.up * -gravity * rigidbody.mass);
grounded = false;
}
void OnCollisionStay () {
grounded = true;
}
void FixedUpdate () {
if (useCentricGravity) AdjustToGravity();
UpdateFacingDirection();
UpdateVelocity();
}
}