projectEli/Assets/NeoFPS/Core/MotionGraphs/Behaviours/ModifyCharacterVelocityBehaviour.cs

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C#
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2022-11-07 01:28:33 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using NeoFPS.CharacterMotion;
using NeoFPS.CharacterMotion.Parameters;
namespace NeoFPS.CharacterMotion.Behaviours
{
[MotionGraphElement("Character/ModifyCharacterVelocity", "ModifyCharacterVelocityBehaviour")]
[HelpURL("https://docs.neofps.com/manual/motiongraphref-mgb-modifycharactervelocitybehaviour.html")]
public class ModifyCharacterVelocityBehaviour : MotionGraphBehaviour
{
[SerializeField, Tooltip("When should the character velocity be modified.")]
private When m_When = When.EnterOnly;
[SerializeField, Tooltip("The character height multiplier (standing height) to set on entering this state (if when is set to EnterandExit or EnterOnly).")]
private What m_What = What.ClampSpeed;
[SerializeField]
private float m_FloatValue = 10f;
[SerializeField]
private Vector3 m_VectorValue = Vector3.zero;
public enum When
{
EnterAndExit,
EnterOnly,
ExitOnly
}
public enum What
{
SetLocal,
SetWorld,
ClampSpeed,
Multiply
}
public override void OnValidate()
{
base.OnValidate();
m_FloatValue = Mathf.Clamp(m_FloatValue, -100f, 100f);
}
public override void OnEnter()
{
if (m_When != When.ExitOnly)
ModifyVelocity();
}
public override void OnExit()
{
if (m_When != When.EnterOnly)
ModifyVelocity();
}
void ModifyVelocity()
{
switch (m_What)
{
case What.SetLocal:
{
var localV = controller.localTransform.rotation* m_VectorValue;
controller.characterController.SetVelocity(localV);
}
break;
case What.SetWorld:
{
controller.characterController.SetVelocity(m_VectorValue);
}
break;
case What.ClampSpeed:
{
var v = controller.characterController.velocity;
var sqrMagnitude = v.sqrMagnitude;
if (sqrMagnitude > m_FloatValue * m_FloatValue)
{
v *= m_FloatValue / Mathf.Sqrt(sqrMagnitude);
controller.characterController.SetVelocity(v);
}
}
break;
case What.Multiply:
{
var v = controller.characterController.velocity;
controller.characterController.SetVelocity(v * m_FloatValue);
}
break;
}
}
}
}