add ckg
plantilla base para movimiento básico
This commit is contained in:
@@ -0,0 +1,891 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class railSystem : externalControllerBehavior
|
||||
{
|
||||
[Header ("Main Settings")]
|
||||
[Space]
|
||||
|
||||
public bool railSystemEnabled = true;
|
||||
|
||||
public float lookDirectionSpeed;
|
||||
|
||||
public float resetPlayerRotationSpeed = 5;
|
||||
|
||||
public float adjustPlayerToRailSpeed = 5;
|
||||
|
||||
[Space]
|
||||
[Header ("Reverse Direction Settings")]
|
||||
[Space]
|
||||
|
||||
public bool canChangeDirectionEnabled;
|
||||
|
||||
public float minWaitToChangeDirection = 0.8f;
|
||||
|
||||
public float delayToReverseDirection = 1;
|
||||
|
||||
public float delayToResumeMovementOnReverseDirection = 0.5f;
|
||||
|
||||
public bool reduceSlideSpeedOnReversingDirection;
|
||||
|
||||
public float reduceSlideSpeedOnReversingDirectionMultiplier = 0.2f;
|
||||
|
||||
[Space]
|
||||
[Header ("Physics Settings")]
|
||||
[Space]
|
||||
|
||||
public bool useForceMode;
|
||||
|
||||
public ForceMode railForceMode;
|
||||
|
||||
public bool turboEnabled;
|
||||
|
||||
public float turboSpeed;
|
||||
|
||||
public float speedOnAimMultiplier;
|
||||
|
||||
[Space]
|
||||
[Header ("Speed Settings")]
|
||||
[Space]
|
||||
|
||||
public bool adjustSpeedBasedOnInclination;
|
||||
public float speedMultiplierOnInclinationUp;
|
||||
public float speedMultiplierOnInclinationDown;
|
||||
public float minInclinationDifferenceToAffectSpeed;
|
||||
|
||||
public float speedMultiplierOnInclinationLerp;
|
||||
|
||||
[Space]
|
||||
[Header ("Jump Settings")]
|
||||
[Space]
|
||||
|
||||
public bool canJumpEnabled;
|
||||
|
||||
public Vector3 impulseOnJump;
|
||||
public Vector3 endOfSurfaceImpulse;
|
||||
|
||||
public float maxVelocityChangeOnJump;
|
||||
|
||||
[Space]
|
||||
[Header ("Third Person Settings")]
|
||||
[Space]
|
||||
|
||||
public int actionID = 08632946;
|
||||
|
||||
public string externalControlleBehaviorActiveAnimatorName = "External Behavior Active";
|
||||
public string actionIDAnimatorName = "Action ID";
|
||||
|
||||
public string horizontalAnimatorName = "Horizontal Action";
|
||||
|
||||
public float inputLerpSpeed = 3;
|
||||
|
||||
[Space]
|
||||
[Header ("Third Person Camera State Settings")]
|
||||
[Space]
|
||||
|
||||
public bool setNewCameraStateOnThirdPerson;
|
||||
|
||||
public string newCameraStateOnThirdPerson;
|
||||
|
||||
[Space]
|
||||
[Header ("Debug")]
|
||||
[Space]
|
||||
|
||||
public bool showDebugPrint;
|
||||
|
||||
public bool movementOnRailPausedDebug;
|
||||
|
||||
public bool railSystemActive;
|
||||
|
||||
public float bezierDuration;
|
||||
|
||||
public bool turboActive;
|
||||
|
||||
public Vector3 targetDirection;
|
||||
|
||||
public BezierSpline currentSpline;
|
||||
|
||||
public bool movingForward;
|
||||
|
||||
public bool adjustingPlayerToRail;
|
||||
|
||||
public float progress = 0;
|
||||
public float progressTarget = 0;
|
||||
|
||||
public bool playerAiming;
|
||||
|
||||
|
||||
[Space]
|
||||
[Header ("Events Settings")]
|
||||
[Space]
|
||||
|
||||
public UnityEvent eventOnStateEnabled;
|
||||
public UnityEvent eventOnStateDisabled;
|
||||
|
||||
public UnityEvent eventBeforeActivatingState;
|
||||
public UnityEvent eventBeforeDeactivatingState;
|
||||
|
||||
public bool useEventUseTurbo;
|
||||
public UnityEvent eventOnStarTurbo;
|
||||
public UnityEvent eventOnEndTurbo;
|
||||
|
||||
[Space]
|
||||
[Header ("Components")]
|
||||
[Space]
|
||||
|
||||
public playerController mainPlayerController;
|
||||
|
||||
public Animator mainAnimator;
|
||||
|
||||
public playerCamera mainPlayerCamera;
|
||||
|
||||
public Transform playerTransform;
|
||||
public Transform playerCameraTransform;
|
||||
|
||||
public Rigidbody mainRigidbody;
|
||||
|
||||
public headTrack mainHeadTrack;
|
||||
|
||||
float currentAimSpeedMultipler;
|
||||
|
||||
bool canUseTurboPausedState;
|
||||
|
||||
int externalControlleBehaviorActiveAnimatorID;
|
||||
|
||||
int actionIDAnimatorID;
|
||||
|
||||
int horizontalAnimatorID;
|
||||
|
||||
bool isFirstPersonActive;
|
||||
|
||||
string previousCameraState = "";
|
||||
|
||||
bool turnAndForwardAnimatorValuesPaused;
|
||||
|
||||
Coroutine adjustPlayerToRailCoroutine;
|
||||
|
||||
Coroutine resetPlayerCoroutine;
|
||||
|
||||
Vector3 lookDirection;
|
||||
|
||||
float currentInclinationSpeed;
|
||||
|
||||
bool resetCameraShakeActive;
|
||||
|
||||
float lastTimeDirectionChanged;
|
||||
|
||||
float lastTimeReverseMovementDirectionInput;
|
||||
|
||||
bool originalCanChangeDirectionEnabled;
|
||||
|
||||
bool activateReverseDirectionActive;
|
||||
|
||||
float reverseDirectionValue;
|
||||
|
||||
|
||||
void Start ()
|
||||
{
|
||||
externalControlleBehaviorActiveAnimatorID = Animator.StringToHash (externalControlleBehaviorActiveAnimatorName);
|
||||
|
||||
actionIDAnimatorID = Animator.StringToHash (actionIDAnimatorName);
|
||||
|
||||
horizontalAnimatorID = Animator.StringToHash (horizontalAnimatorName);
|
||||
|
||||
originalCanChangeDirectionEnabled = canChangeDirectionEnabled;
|
||||
|
||||
if (playerCameraTransform == null) {
|
||||
playerCameraTransform = mainPlayerCamera.transform;
|
||||
}
|
||||
}
|
||||
|
||||
public override void updateControllerBehavior ()
|
||||
{
|
||||
if (railSystemActive && !movementOnRailPausedDebug) {
|
||||
if (!adjustingPlayerToRail) {
|
||||
bool targetReached = false;
|
||||
|
||||
if (mainPlayerController.isPlayerRunning ()) {
|
||||
if (!turboActive) {
|
||||
enableOrDisableTurbo (true);
|
||||
}
|
||||
} else {
|
||||
if (turboActive) {
|
||||
enableOrDisableTurbo (false);
|
||||
}
|
||||
}
|
||||
|
||||
int slidingAnimatorValue = 0;
|
||||
|
||||
float currentSpeed = bezierDuration;
|
||||
|
||||
if (turboActive) {
|
||||
slidingAnimatorValue = 1;
|
||||
|
||||
currentSpeed /= turboSpeed;
|
||||
}
|
||||
|
||||
if (adjustSpeedBasedOnInclination) {
|
||||
|
||||
lookDirection = currentSpline.GetDirection (progress);
|
||||
|
||||
Vector3 currentNormal = mainPlayerController.getCurrentNormal ();
|
||||
|
||||
float angle = Vector3.SignedAngle (playerTransform.up, currentNormal, playerTransform.right);
|
||||
|
||||
if (Mathf.Abs (angle) > minInclinationDifferenceToAffectSpeed) {
|
||||
if (angle < 0) {
|
||||
currentInclinationSpeed = Mathf.Lerp (currentInclinationSpeed, speedMultiplierOnInclinationDown, Time.deltaTime * speedMultiplierOnInclinationLerp);
|
||||
} else {
|
||||
currentInclinationSpeed = Mathf.Lerp (currentInclinationSpeed, speedMultiplierOnInclinationUp, Time.deltaTime * speedMultiplierOnInclinationLerp);
|
||||
}
|
||||
} else {
|
||||
currentInclinationSpeed = Mathf.Lerp (currentInclinationSpeed, 1, Time.deltaTime * speedMultiplierOnInclinationLerp);
|
||||
}
|
||||
|
||||
currentSpeed *= currentInclinationSpeed;
|
||||
}
|
||||
|
||||
|
||||
bool canRotatePlayerResult = true;
|
||||
|
||||
currentAimSpeedMultipler = 1;
|
||||
|
||||
|
||||
if (!mainPlayerController.isPlayerOnFirstPerson () &&
|
||||
(mainPlayerController.isPlayerAiming () || mainPlayerController.isUsingFreeFireMode ()) &&
|
||||
!mainPlayerController.isCheckToKeepWeaponAfterAimingWeaponFromShooting ()) {
|
||||
|
||||
currentAimSpeedMultipler = speedOnAimMultiplier;
|
||||
|
||||
if (!turnAndForwardAnimatorValuesPaused) {
|
||||
mainPlayerController.setTurnAndForwardAnimatorValuesPausedState (true);
|
||||
|
||||
mainPlayerController.setRotateInCameraDirectionOnAirOnExternalActionActiveState (true);
|
||||
|
||||
turnAndForwardAnimatorValuesPaused = true;
|
||||
}
|
||||
|
||||
canRotatePlayerResult = false;
|
||||
|
||||
if (Time.time > mainPlayerController.getLastTimeFiring () + 0.2f) {
|
||||
if (resetCameraShakeActive) {
|
||||
mainPlayerCamera.stopAllHeadbobMovements ();
|
||||
|
||||
resetCameraShakeActive = false;
|
||||
}
|
||||
} else {
|
||||
resetCameraShakeActive = true;
|
||||
}
|
||||
|
||||
} else {
|
||||
if (turnAndForwardAnimatorValuesPaused) {
|
||||
mainPlayerController.setTurnAndForwardAnimatorValuesPausedState (false);
|
||||
|
||||
mainPlayerController.setRotateInCameraDirectionOnAirOnExternalActionActiveState (false);
|
||||
|
||||
turnAndForwardAnimatorValuesPaused = false;
|
||||
|
||||
mainPlayerCamera.stopAllHeadbobMovements ();
|
||||
}
|
||||
}
|
||||
|
||||
if (canChangeDirectionEnabled && canRotatePlayerResult) {
|
||||
Vector2 rawMovementAxis = mainPlayerController.getRawAxisValues ();
|
||||
|
||||
if (rawMovementAxis != Vector2.zero) {
|
||||
|
||||
Vector3 movementDirection = rawMovementAxis.y * mainPlayerController.getCurrentForwardDirection () +
|
||||
rawMovementAxis.x * mainPlayerController.getCurrentRightDirection ();
|
||||
|
||||
float directionAngle = Vector3.SignedAngle (movementDirection, playerTransform.forward, playerTransform.up);
|
||||
|
||||
if (Mathf.Abs (directionAngle) > 90) {
|
||||
if (movingForward) {
|
||||
if (Time.time > minWaitToChangeDirection + lastTimeDirectionChanged) {
|
||||
reverseDirectionValue = -1;
|
||||
// calculateMovementDirection (-1);
|
||||
|
||||
lastTimeReverseMovementDirectionInput = Time.time;
|
||||
|
||||
activateReverseDirectionActive = true;
|
||||
}
|
||||
} else {
|
||||
if (Time.time > minWaitToChangeDirection + lastTimeDirectionChanged) {
|
||||
reverseDirectionValue = 1;
|
||||
|
||||
// calculateMovementDirection (1);
|
||||
|
||||
lastTimeReverseMovementDirectionInput = Time.time;
|
||||
|
||||
activateReverseDirectionActive = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (activateReverseDirectionActive) {
|
||||
if (Time.time > delayToReverseDirection + lastTimeReverseMovementDirectionInput) {
|
||||
activateReverseDirectionActive = false;
|
||||
|
||||
calculateMovementDirection (reverseDirectionValue);
|
||||
}
|
||||
}
|
||||
|
||||
bool canMove = true;
|
||||
|
||||
if (lastTimeReverseMovementDirectionInput > 0) {
|
||||
if (Time.time < lastTimeReverseMovementDirectionInput + delayToResumeMovementOnReverseDirection) {
|
||||
canMove = false;
|
||||
|
||||
slidingAnimatorValue = 0;
|
||||
|
||||
if (reduceSlideSpeedOnReversingDirection) {
|
||||
currentSpeed *= reduceSlideSpeedOnReversingDirectionMultiplier;
|
||||
|
||||
canMove = true;
|
||||
}
|
||||
} else {
|
||||
lastTimeReverseMovementDirectionInput = 0;
|
||||
}
|
||||
}
|
||||
|
||||
mainAnimator.SetFloat (horizontalAnimatorID, slidingAnimatorValue, inputLerpSpeed, Time.fixedDeltaTime);
|
||||
|
||||
|
||||
float currentProgress = 0;
|
||||
|
||||
if (canMove) {
|
||||
currentProgress = Time.deltaTime / (currentSpeed * currentAimSpeedMultipler);
|
||||
}
|
||||
|
||||
if (movingForward) {
|
||||
progress += currentProgress;
|
||||
} else {
|
||||
progress -= currentProgress;
|
||||
}
|
||||
|
||||
Vector3 position = currentSpline.GetPoint (progress);
|
||||
|
||||
playerTransform.position = position;
|
||||
|
||||
if (mainPlayerCamera.isFullBodyAwarenessActive ()) {
|
||||
playerCameraTransform.position = position;
|
||||
}
|
||||
|
||||
lookDirection = currentSpline.GetDirection (progress);
|
||||
|
||||
if (!movingForward) {
|
||||
lookDirection = -lookDirection;
|
||||
}
|
||||
|
||||
|
||||
if (canRotatePlayerResult) {
|
||||
Quaternion targetRotation = Quaternion.LookRotation (lookDirection);
|
||||
|
||||
if (mainPlayerCamera.isFullBodyAwarenessActive ()) {
|
||||
playerCameraTransform.rotation = Quaternion.Lerp (playerCameraTransform.rotation, targetRotation, Time.fixedDeltaTime * lookDirectionSpeed);
|
||||
} else {
|
||||
playerTransform.rotation = Quaternion.Lerp (playerTransform.rotation, targetRotation, Time.fixedDeltaTime * lookDirectionSpeed);
|
||||
}
|
||||
}
|
||||
|
||||
if (movingForward) {
|
||||
if (progress > progressTarget) {
|
||||
targetReached = true;
|
||||
}
|
||||
} else {
|
||||
if (progress < progressTarget) {
|
||||
targetReached = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (targetReached) {
|
||||
stopRail ();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void setExtraImpulseForce (Vector3 forceAmount, bool useCameraDirection)
|
||||
{
|
||||
setImpulseForce (forceAmount, useCameraDirection);
|
||||
}
|
||||
|
||||
public void setImpulseForce (Vector3 forceAmount, bool useCameraDirection)
|
||||
{
|
||||
Vector3 impulseForce = forceAmount;
|
||||
|
||||
Vector3 velocityChange = Vector3.zero;
|
||||
|
||||
if (maxVelocityChangeOnJump > 0) {
|
||||
velocityChange = impulseForce - mainRigidbody.linearVelocity;
|
||||
|
||||
velocityChange = Vector3.ClampMagnitude (velocityChange, maxVelocityChangeOnJump);
|
||||
|
||||
} else {
|
||||
velocityChange = impulseForce;
|
||||
}
|
||||
|
||||
mainPlayerController.setVelocityChangeValue (impulseForce);
|
||||
|
||||
mainRigidbody.AddForce (impulseForce, ForceMode.VelocityChange);
|
||||
}
|
||||
|
||||
public override void setJumpActiveForExternalForce ()
|
||||
{
|
||||
setJumpActive (impulseOnJump);
|
||||
}
|
||||
|
||||
public void setJumpActive (Vector3 newImpulseOnJumpAmount)
|
||||
{
|
||||
if (railSystemActive) {
|
||||
setRailSystemActivestate (false);
|
||||
|
||||
Vector3 totalForce = newImpulseOnJumpAmount.y * playerTransform.up + newImpulseOnJumpAmount.z * playerTransform.forward;
|
||||
|
||||
mainPlayerController.useJumpPlatform (totalForce, ForceMode.Impulse);
|
||||
}
|
||||
}
|
||||
|
||||
public override void setExternalForceActiveState (bool state)
|
||||
{
|
||||
setRailSystemActivestate (state);
|
||||
}
|
||||
|
||||
public void setRailSystemActivestate (bool state)
|
||||
{
|
||||
if (!railSystemEnabled) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (railSystemActive == state) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (mainPlayerController.isUseExternalControllerBehaviorPaused ()) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (state && mainPlayerController.isPlayerDead ()) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (state) {
|
||||
externalControllerBehavior currentExternalControllerBehavior = mainPlayerController.getCurrentExternalControllerBehavior ();
|
||||
|
||||
if (currentExternalControllerBehavior != null && currentExternalControllerBehavior != this) {
|
||||
if (canBeActivatedIfOthersBehaviorsActive && checkIfCanEnableBehavior (currentExternalControllerBehavior.behaviorName)) {
|
||||
currentExternalControllerBehavior.disableExternalControllerState ();
|
||||
} else {
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool modeActivePrevioulsy = railSystemActive;
|
||||
|
||||
railSystemActive = state;
|
||||
|
||||
setBehaviorCurrentlyActiveState (state);
|
||||
|
||||
setCurrentPlayerActionSystemCustomActionCategoryID ();
|
||||
|
||||
if (showDebugPrint) {
|
||||
print ("Setting state as " + railSystemActive);
|
||||
}
|
||||
|
||||
mainPlayerController.setExternalControlBehaviorForAirTypeActiveState (state);
|
||||
|
||||
if (state) {
|
||||
mainPlayerController.setCheckOnGroungPausedState (true);
|
||||
|
||||
mainPlayerController.setPlayerOnGroundState (false);
|
||||
|
||||
mainPlayerController.setPlayerOnGroundAnimatorStateOnOverrideOnGroundWithTime (false);
|
||||
|
||||
mainPlayerController.overrideOnGroundAnimatorValue (0);
|
||||
|
||||
mainPlayerController.setPlayerOnGroundAnimatorStateOnOverrideOnGround (false);
|
||||
|
||||
mainPlayerController.setOnGroundAnimatorIDValue (false);
|
||||
|
||||
} else {
|
||||
mainPlayerController.setCheckOnGroungPausedState (false);
|
||||
|
||||
mainPlayerController.setPlayerOnGroundState (false);
|
||||
|
||||
mainPlayerController.setPlayerOnGroundAnimatorStateOnOverrideOnGroundWithTime (true);
|
||||
|
||||
mainPlayerController.disableOverrideOnGroundAnimatorValue ();
|
||||
|
||||
mainPlayerController.setPauseResetAnimatorStateFOrGroundAnimatorState (true);
|
||||
|
||||
mainPlayerController.setOnGroundAnimatorIDValue (false);
|
||||
}
|
||||
|
||||
mainPlayerController.setUpdate2_5dClampedPositionPausedState (state);
|
||||
|
||||
mainPlayerController.setFootStepManagerState (state);
|
||||
|
||||
mainPlayerController.setAddExtraRotationPausedState (state);
|
||||
|
||||
mainPlayerController.setIgnoreExternalActionsActiveState (state);
|
||||
|
||||
if (railSystemActive) {
|
||||
mainPlayerController.setExternalControllerBehavior (this);
|
||||
} else {
|
||||
if (modeActivePrevioulsy) {
|
||||
externalControllerBehavior currentExternalControllerBehavior = mainPlayerController.getCurrentExternalControllerBehavior ();
|
||||
|
||||
if (currentExternalControllerBehavior == null || currentExternalControllerBehavior == this) {
|
||||
mainPlayerController.setExternalControllerBehavior (null);
|
||||
}
|
||||
|
||||
if (playerTransform.up != mainPlayerController.getCurrentNormal ()) {
|
||||
resetPlayerRotation ();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (state) {
|
||||
eventBeforeActivatingState.Invoke ();
|
||||
} else {
|
||||
eventBeforeDeactivatingState.Invoke ();
|
||||
}
|
||||
|
||||
mainPlayerController.setFallDamageCheckPausedState (state);
|
||||
|
||||
if (railSystemActive) {
|
||||
eventOnStateEnabled.Invoke ();
|
||||
} else {
|
||||
eventOnStateDisabled.Invoke ();
|
||||
|
||||
if (turboActive) {
|
||||
enableOrDisableTurbo (false);
|
||||
}
|
||||
}
|
||||
|
||||
mainHeadTrack.setExternalHeadTrackPauseActiveState (state);
|
||||
|
||||
mainPlayerController.stopShakeCamera ();
|
||||
|
||||
mainPlayerCamera.setPausePlayerCameraViewChangeState (state);
|
||||
|
||||
mainPlayerController.setLastTimeFalling ();
|
||||
|
||||
if (state) {
|
||||
calculateMovementDirection (0);
|
||||
} else {
|
||||
stopAdjustPlayerToRailOnStartCoroutine ();
|
||||
}
|
||||
|
||||
if (state) {
|
||||
mainAnimator.SetInteger (actionIDAnimatorID, actionID);
|
||||
|
||||
mainAnimator.SetBool (externalControlleBehaviorActiveAnimatorID, state);
|
||||
} else {
|
||||
mainAnimator.SetBool (externalControlleBehaviorActiveAnimatorID, state);
|
||||
|
||||
mainAnimator.SetInteger (actionIDAnimatorID, 0);
|
||||
}
|
||||
|
||||
isFirstPersonActive = mainPlayerController.isPlayerOnFirstPerson ();
|
||||
|
||||
if (setNewCameraStateOnThirdPerson && !isFirstPersonActive) {
|
||||
if (state) {
|
||||
previousCameraState = mainPlayerCamera.getCurrentStateName ();
|
||||
|
||||
mainPlayerCamera.setCameraStateOnlyOnThirdPerson (newCameraStateOnThirdPerson);
|
||||
} else {
|
||||
|
||||
if (previousCameraState != "") {
|
||||
if (previousCameraState != newCameraStateOnThirdPerson) {
|
||||
mainPlayerCamera.setCameraStateOnlyOnThirdPerson (previousCameraState);
|
||||
}
|
||||
|
||||
previousCameraState = "";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (turnAndForwardAnimatorValuesPaused) {
|
||||
mainPlayerController.setTurnAndForwardAnimatorValuesPausedState (false);
|
||||
|
||||
mainPlayerController.setRotateInCameraDirectionOnAirOnExternalActionActiveState (false);
|
||||
|
||||
turnAndForwardAnimatorValuesPaused = false;
|
||||
}
|
||||
|
||||
currentInclinationSpeed = 1;
|
||||
|
||||
playerAiming = false;
|
||||
|
||||
resetCameraShakeActive = false;
|
||||
}
|
||||
|
||||
void calculateMovementDirection (float inputDirection)
|
||||
{
|
||||
progress = 0;
|
||||
|
||||
progressTarget = 1;
|
||||
|
||||
Vector3 playerPosition = currentSpline.FindNearestPointTo (playerTransform.position, 100, 30);
|
||||
|
||||
adjustPlayerToRailOnStart (playerPosition);
|
||||
|
||||
float step = currentSpline.AccuracyToStepSize (100);
|
||||
|
||||
float minDistance = Mathf.Infinity;
|
||||
|
||||
for (float i = 0f; i < 1f; i += step) {
|
||||
Vector3 thisPoint = currentSpline.GetPoint (i);
|
||||
float thisDistance = (playerPosition - thisPoint).sqrMagnitude;
|
||||
|
||||
if (thisDistance < minDistance) {
|
||||
minDistance = thisDistance;
|
||||
progress = i;
|
||||
}
|
||||
}
|
||||
|
||||
lookDirection = currentSpline.GetDirection (progress);
|
||||
|
||||
float angle = Vector3.SignedAngle (playerTransform.forward, lookDirection, playerTransform.up);
|
||||
|
||||
movingForward = false;
|
||||
|
||||
if (Mathf.Abs (angle) < 90) {
|
||||
movingForward = true;
|
||||
}
|
||||
|
||||
if (showDebugPrint) {
|
||||
print (movingForward + " " + progress + " " + angle);
|
||||
}
|
||||
|
||||
if (inputDirection != 0) {
|
||||
if (inputDirection > 0) {
|
||||
movingForward = true;
|
||||
} else {
|
||||
movingForward = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (!movingForward) {
|
||||
progressTarget = 0;
|
||||
}
|
||||
|
||||
lastTimeDirectionChanged = Time.time;
|
||||
|
||||
lastTimeReverseMovementDirectionInput = 0;
|
||||
|
||||
activateReverseDirectionActive = false;
|
||||
}
|
||||
|
||||
public override void setExternalForceEnabledState (bool state)
|
||||
{
|
||||
setRailEnabledState (state);
|
||||
}
|
||||
|
||||
public void setRailEnabledState (bool state)
|
||||
{
|
||||
if (!state) {
|
||||
setRailSystemActivestate (false);
|
||||
}
|
||||
|
||||
railSystemEnabled = state;
|
||||
}
|
||||
|
||||
public void enableOrDisableTurbo (bool state)
|
||||
{
|
||||
if (turboActive == state) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (state && canUseTurboPausedState) {
|
||||
return;
|
||||
}
|
||||
|
||||
turboActive = state;
|
||||
|
||||
if (useEventUseTurbo) {
|
||||
if (state) {
|
||||
eventOnStarTurbo.Invoke ();
|
||||
} else {
|
||||
eventOnEndTurbo.Invoke ();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void setCanUseTurboPausedState (bool state)
|
||||
{
|
||||
if (!state && turboActive) {
|
||||
enableOrDisableTurbo (false);
|
||||
}
|
||||
|
||||
canUseTurboPausedState = state;
|
||||
}
|
||||
|
||||
public override void disableExternalControllerState ()
|
||||
{
|
||||
setRailSystemActivestate (false);
|
||||
}
|
||||
|
||||
public void inputChangeTurboState (bool state)
|
||||
{
|
||||
if (railSystemActive && turboEnabled) {
|
||||
enableOrDisableTurbo (state);
|
||||
}
|
||||
}
|
||||
|
||||
public void setCanChangeDirectionEnabledState (bool state)
|
||||
{
|
||||
canChangeDirectionEnabled = state;
|
||||
}
|
||||
|
||||
public void setOriginalCanChangeDirectionEnabled ()
|
||||
{
|
||||
setCanChangeDirectionEnabledState (originalCanChangeDirectionEnabled);
|
||||
}
|
||||
|
||||
public void setCurrentSpline (BezierSpline newSpline)
|
||||
{
|
||||
currentSpline = newSpline;
|
||||
}
|
||||
|
||||
public void setCurrentBezierDuration (float newValue)
|
||||
{
|
||||
bezierDuration = newValue;
|
||||
}
|
||||
|
||||
void stopRail ()
|
||||
{
|
||||
Vector3 totalForce = Vector3.zero;
|
||||
|
||||
totalForce = playerTransform.forward * endOfSurfaceImpulse.z + playerTransform.up * endOfSurfaceImpulse.y;
|
||||
|
||||
setRailSystemActivestate (false);
|
||||
|
||||
setImpulseForce (totalForce, false);
|
||||
}
|
||||
|
||||
public void adjustPlayerToRailOnStart (Vector3 initialPosition)
|
||||
{
|
||||
stopResetPlayerRotationCoroutine ();
|
||||
|
||||
adjustPlayerToRailCoroutine = StartCoroutine (adjustPlayerToRailOnStartCoroutine (initialPosition));
|
||||
}
|
||||
|
||||
void stopAdjustPlayerToRailOnStartCoroutine ()
|
||||
{
|
||||
if (adjustPlayerToRailCoroutine != null) {
|
||||
StopCoroutine (adjustPlayerToRailCoroutine);
|
||||
}
|
||||
|
||||
adjustingPlayerToRail = false;
|
||||
}
|
||||
|
||||
IEnumerator adjustPlayerToRailOnStartCoroutine (Vector3 initialPosition)
|
||||
{
|
||||
adjustingPlayerToRail = true;
|
||||
|
||||
float dist = GKC_Utils.distance (playerTransform.position, initialPosition);
|
||||
|
||||
float duration = dist / adjustPlayerToRailSpeed;
|
||||
|
||||
float t = 0;
|
||||
|
||||
Vector3 pos = initialPosition;
|
||||
|
||||
float movementTimer = 0;
|
||||
|
||||
bool targetReached = false;
|
||||
|
||||
while (!targetReached) {
|
||||
t += Time.deltaTime / duration;
|
||||
|
||||
playerTransform.position = Vector3.Slerp (playerTransform.position, pos, t);
|
||||
|
||||
movementTimer += Time.deltaTime;
|
||||
|
||||
if (GKC_Utils.distance (playerTransform.position, pos) < 0.01f || movementTimer > (duration + 1)) {
|
||||
targetReached = true;
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
adjustingPlayerToRail = false;
|
||||
}
|
||||
|
||||
public void resetPlayerRotation ()
|
||||
{
|
||||
stopResetPlayerRotationCoroutine ();
|
||||
|
||||
resetPlayerCoroutine = StartCoroutine (resetPlayerRotationCoroutine ());
|
||||
}
|
||||
|
||||
void stopResetPlayerRotationCoroutine ()
|
||||
{
|
||||
if (resetPlayerCoroutine != null) {
|
||||
StopCoroutine (resetPlayerCoroutine);
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator resetPlayerRotationCoroutine ()
|
||||
{
|
||||
float movementTimer = 0;
|
||||
|
||||
float t = 0;
|
||||
|
||||
float duration = 1;
|
||||
|
||||
float angleDifference = 0;
|
||||
|
||||
Vector3 currentNormal = mainPlayerController.getCurrentNormal ();
|
||||
|
||||
bool isFullBodyAwarenessActive = mainPlayerCamera.isFullBodyAwarenessActive ();
|
||||
|
||||
Transform objectToRotate = playerTransform;
|
||||
|
||||
if (isFullBodyAwarenessActive) {
|
||||
objectToRotate = playerCameraTransform;
|
||||
}
|
||||
|
||||
Quaternion currentPlayerRotation = objectToRotate.rotation;
|
||||
Vector3 currentPlayerForward = Vector3.Cross (objectToRotate.right, currentNormal);
|
||||
Quaternion playerTargetRotation = Quaternion.LookRotation (currentPlayerForward, currentNormal);
|
||||
|
||||
bool targetReached = false;
|
||||
|
||||
while (!targetReached) {
|
||||
t += (Time.deltaTime / duration) * resetPlayerRotationSpeed;
|
||||
|
||||
objectToRotate.rotation = Quaternion.Slerp (objectToRotate.rotation, playerTargetRotation, t);
|
||||
|
||||
angleDifference = Quaternion.Angle (objectToRotate.rotation, playerTargetRotation);
|
||||
|
||||
movementTimer += Time.deltaTime;
|
||||
|
||||
if (angleDifference < 0.01f || movementTimer > (duration + 1)) {
|
||||
targetReached = true;
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
public override void setCurrentPlayerActionSystemCustomActionCategoryID ()
|
||||
{
|
||||
if (behaviorCurrentlyActive) {
|
||||
if (customActionCategoryID > -1) {
|
||||
mainPlayerController.setCurrentCustomActionCategoryID (customActionCategoryID);
|
||||
}
|
||||
} else {
|
||||
if (regularActionCategoryID > -1) {
|
||||
mainPlayerController.setCurrentCustomActionCategoryID (regularActionCategoryID);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user