604 lines
27 KiB
C#
604 lines
27 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using KinematicCharacterController;
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using System;
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namespace KinematicCharacterController.Walkthrough.ClimbingLadders
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{
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public enum CharacterState
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{
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Default,
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Climbing,
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}
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public enum ClimbingState
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{
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Anchoring,
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Climbing,
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DeAnchoring
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}
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public struct PlayerCharacterInputs
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{
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public float MoveAxisForward;
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public float MoveAxisRight;
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public Quaternion CameraRotation;
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public bool JumpDown;
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public bool CrouchDown;
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public bool CrouchUp;
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public bool ClimbLadder;
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}
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public class MyCharacterController : MonoBehaviour, ICharacterController
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{
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public KinematicCharacterMotor Motor;
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[Header("Stable Movement")]
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public float MaxStableMoveSpeed = 10f;
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public float StableMovementSharpness = 15;
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public float OrientationSharpness = 10;
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public float MaxStableDistanceFromLedge = 5f;
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[Range(0f, 180f)]
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public float MaxStableDenivelationAngle = 180f;
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[Header("Air Movement")]
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public float MaxAirMoveSpeed = 10f;
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public float AirAccelerationSpeed = 5f;
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public float Drag = 0.1f;
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[Header("Jumping")]
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public bool AllowJumpingWhenSliding = false;
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public bool AllowDoubleJump = false;
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public bool AllowWallJump = false;
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public float JumpSpeed = 10f;
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public float JumpPreGroundingGraceTime = 0f;
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public float JumpPostGroundingGraceTime = 0f;
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[Header("Ladder Climbing")]
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public float ClimbingSpeed = 4f;
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public float AnchoringDuration = 0.25f;
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public LayerMask InteractionLayer;
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[Header("Misc")]
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public List<Collider> IgnoredColliders = new List<Collider>();
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public bool OrientTowardsGravity = false;
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public Vector3 Gravity = new Vector3(0, -30f, 0);
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public Transform MeshRoot;
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public CharacterState CurrentCharacterState { get; private set; }
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private Collider[] _probedColliders = new Collider[8];
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private Vector3 _moveInputVector;
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private Vector3 _lookInputVector;
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private bool _jumpRequested = false;
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private bool _jumpConsumed = false;
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private bool _doubleJumpConsumed = false;
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private bool _jumpedThisFrame = false;
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private bool _canWallJump = false;
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private Vector3 _wallJumpNormal;
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private float _timeSinceJumpRequested = Mathf.Infinity;
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private float _timeSinceLastAbleToJump = 0f;
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private Vector3 _internalVelocityAdd = Vector3.zero;
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private bool _shouldBeCrouching = false;
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private bool _isCrouching = false;
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// Ladder vars
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private float _ladderUpDownInput;
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private MyLadder _activeLadder { get; set; }
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private ClimbingState _internalClimbingState;
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private ClimbingState _climbingState
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{
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get
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{
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return _internalClimbingState;
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}
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set
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{
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_internalClimbingState = value;
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_anchoringTimer = 0f;
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_anchoringStartPosition = Motor.TransientPosition;
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_anchoringStartRotation = Motor.TransientRotation;
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}
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}
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private Vector3 _ladderTargetPosition;
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private Quaternion _ladderTargetRotation;
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private float _onLadderSegmentState = 0;
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private float _anchoringTimer = 0f;
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private Vector3 _anchoringStartPosition = Vector3.zero;
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private Quaternion _anchoringStartRotation = Quaternion.identity;
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private Quaternion _rotationBeforeClimbing = Quaternion.identity;
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private void Start()
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{
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// Assign to motor
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Motor.CharacterController = this;
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// Handle initial state
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TransitionToState(CharacterState.Default);
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}
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/// <summary>
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/// Handles movement state transitions and enter/exit callbacks
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/// </summary>
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public void TransitionToState(CharacterState newState)
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{
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CharacterState tmpInitialState = CurrentCharacterState;
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OnStateExit(tmpInitialState, newState);
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CurrentCharacterState = newState;
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OnStateEnter(newState, tmpInitialState);
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}
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/// <summary>
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/// Event when entering a state
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/// </summary>
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public void OnStateEnter(CharacterState state, CharacterState fromState)
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{
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switch (state)
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{
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case CharacterState.Default:
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{
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break;
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}
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case CharacterState.Climbing:
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{
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_rotationBeforeClimbing = Motor.TransientRotation;
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Motor.SetMovementCollisionsSolvingActivation(false);
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Motor.SetGroundSolvingActivation(false);
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_climbingState = ClimbingState.Anchoring;
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// Store the target position and rotation to snap to
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_ladderTargetPosition = _activeLadder.ClosestPointOnLadderSegment(Motor.TransientPosition, out _onLadderSegmentState);
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_ladderTargetRotation = _activeLadder.transform.rotation;
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break;
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}
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}
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}
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/// <summary>
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/// Event when exiting a state
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/// </summary>
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public void OnStateExit(CharacterState state, CharacterState toState)
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{
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switch (state)
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{
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case CharacterState.Default:
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{
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break;
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}
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case CharacterState.Climbing:
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{
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Motor.SetMovementCollisionsSolvingActivation(true);
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Motor.SetGroundSolvingActivation(true);
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break;
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}
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}
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}
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/// <summary>
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/// This is called every frame by MyPlayer in order to tell the character what its inputs are
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/// </summary>
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public void SetInputs(ref PlayerCharacterInputs inputs)
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{
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// Handle ladder transitions
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_ladderUpDownInput = inputs.MoveAxisForward;
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if (inputs.ClimbLadder)
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{
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if (Motor.CharacterOverlap(Motor.TransientPosition, Motor.TransientRotation, _probedColliders, InteractionLayer, QueryTriggerInteraction.Collide) > 0)
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{
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if (_probedColliders[0] != null)
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{
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// Handle ladders
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MyLadder ladder = _probedColliders[0].gameObject.GetComponent<MyLadder>();
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if (ladder)
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{
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// Transition to ladder climbing state
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if (CurrentCharacterState == CharacterState.Default)
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{
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_activeLadder = ladder;
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TransitionToState(CharacterState.Climbing);
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}
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// Transition back to default movement state
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else if (CurrentCharacterState == CharacterState.Climbing)
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{
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_climbingState = ClimbingState.DeAnchoring;
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_ladderTargetPosition = Motor.TransientPosition;
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_ladderTargetRotation = _rotationBeforeClimbing;
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}
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}
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}
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}
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}
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// Clamp input
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Vector3 moveInputVector = Vector3.ClampMagnitude(new Vector3(inputs.MoveAxisRight, 0f, inputs.MoveAxisForward), 1f);
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// Calculate camera direction and rotation on the character plane
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Vector3 cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.forward, Motor.CharacterUp).normalized;
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if (cameraPlanarDirection.sqrMagnitude == 0f)
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{
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cameraPlanarDirection = Vector3.ProjectOnPlane(inputs.CameraRotation * Vector3.up, Motor.CharacterUp).normalized;
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}
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Quaternion cameraPlanarRotation = Quaternion.LookRotation(cameraPlanarDirection, Motor.CharacterUp);
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switch (CurrentCharacterState)
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{
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case CharacterState.Default:
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{
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// Move and look inputs
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_moveInputVector = cameraPlanarRotation * moveInputVector;
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_lookInputVector = cameraPlanarDirection;
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// Jumping input
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if (inputs.JumpDown)
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{
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_timeSinceJumpRequested = 0f;
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_jumpRequested = true;
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}
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// Crouching input
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if (inputs.CrouchDown)
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{
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_shouldBeCrouching = true;
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if (!_isCrouching)
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{
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_isCrouching = true;
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Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f);
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MeshRoot.localScale = new Vector3(1f, 0.5f, 1f);
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}
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}
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else if (inputs.CrouchUp)
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{
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_shouldBeCrouching = false;
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}
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break;
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}
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}
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}
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/// <summary>
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/// (Called by KinematicCharacterMotor during its update cycle)
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/// This is called before the character begins its movement update
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/// </summary>
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public void BeforeCharacterUpdate(float deltaTime)
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{
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}
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/// <summary>
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/// (Called by KinematicCharacterMotor during its update cycle)
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/// This is where you tell your character what its rotation should be right now.
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/// This is the ONLY place where you should set the character's rotation
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/// </summary>
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public void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
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{
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switch (CurrentCharacterState)
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{
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case CharacterState.Default:
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{
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if (_lookInputVector != Vector3.zero && OrientationSharpness > 0f)
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{
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// Smoothly interpolate from current to target look direction
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Vector3 smoothedLookInputDirection = Vector3.Slerp(Motor.CharacterForward, _lookInputVector, 1 - Mathf.Exp(-OrientationSharpness * deltaTime)).normalized;
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// Set the current rotation (which will be used by the KinematicCharacterMotor)
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currentRotation = Quaternion.LookRotation(smoothedLookInputDirection, Motor.CharacterUp);
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}
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if (OrientTowardsGravity)
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{
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// Rotate from current up to invert gravity
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currentRotation = Quaternion.FromToRotation((currentRotation * Vector3.up), -Gravity) * currentRotation;
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}
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break;
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}
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case CharacterState.Climbing:
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{
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switch (_climbingState)
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{
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case ClimbingState.Climbing:
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currentRotation = _activeLadder.transform.rotation;
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break;
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case ClimbingState.Anchoring:
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case ClimbingState.DeAnchoring:
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currentRotation = Quaternion.Slerp(_anchoringStartRotation, _ladderTargetRotation, (_anchoringTimer / AnchoringDuration));
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break;
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}
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break;
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}
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}
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}
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/// <summary>
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/// (Called by KinematicCharacterMotor during its update cycle)
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/// This is where you tell your character what its velocity should be right now.
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/// This is the ONLY place where you can set the character's velocity
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/// </summary>
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public void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
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{
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switch (CurrentCharacterState)
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{
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case CharacterState.Default:
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{
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Vector3 targetMovementVelocity = Vector3.zero;
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if (Motor.GroundingStatus.IsStableOnGround)
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{
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// Reorient velocity on slope
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currentVelocity = Motor.GetDirectionTangentToSurface(currentVelocity, Motor.GroundingStatus.GroundNormal) * currentVelocity.magnitude;
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// Calculate target velocity
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Vector3 inputRight = Vector3.Cross(_moveInputVector, Motor.CharacterUp);
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Vector3 reorientedInput = Vector3.Cross(Motor.GroundingStatus.GroundNormal, inputRight).normalized * _moveInputVector.magnitude;
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targetMovementVelocity = reorientedInput * MaxStableMoveSpeed;
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// Smooth movement Velocity
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currentVelocity = Vector3.Lerp(currentVelocity, targetMovementVelocity, 1 - Mathf.Exp(-StableMovementSharpness * deltaTime));
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}
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else
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{
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// Add move input
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if (_moveInputVector.sqrMagnitude > 0f)
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{
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targetMovementVelocity = _moveInputVector * MaxAirMoveSpeed;
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// Prevent climbing on un-stable slopes with air movement
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if (Motor.GroundingStatus.FoundAnyGround)
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{
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Vector3 perpenticularObstructionNormal = Vector3.Cross(Vector3.Cross(Motor.CharacterUp, Motor.GroundingStatus.GroundNormal), Motor.CharacterUp).normalized;
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targetMovementVelocity = Vector3.ProjectOnPlane(targetMovementVelocity, perpenticularObstructionNormal);
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}
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Vector3 velocityDiff = Vector3.ProjectOnPlane(targetMovementVelocity - currentVelocity, Gravity);
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currentVelocity += velocityDiff * AirAccelerationSpeed * deltaTime;
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}
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// Gravity
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currentVelocity += Gravity * deltaTime;
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// Drag
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currentVelocity *= (1f / (1f + (Drag * deltaTime)));
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}
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// Handle jumping
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{
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_jumpedThisFrame = false;
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_timeSinceJumpRequested += deltaTime;
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if (_jumpRequested)
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{
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// Handle double jump
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if (AllowDoubleJump)
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{
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if (_jumpConsumed && !_doubleJumpConsumed && (AllowJumpingWhenSliding ? !Motor.GroundingStatus.FoundAnyGround : !Motor.GroundingStatus.IsStableOnGround))
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{
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Motor.ForceUnground(0.1f);
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// Add to the return velocity and reset jump state
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currentVelocity += (Motor.CharacterUp * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp);
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_jumpRequested = false;
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_doubleJumpConsumed = true;
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_jumpedThisFrame = true;
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}
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}
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// See if we actually are allowed to jump
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if (_canWallJump ||
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(!_jumpConsumed && ((AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround) || _timeSinceLastAbleToJump <= JumpPostGroundingGraceTime)))
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{
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// Calculate jump direction before ungrounding
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Vector3 jumpDirection = Motor.CharacterUp;
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if (_canWallJump)
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{
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jumpDirection = _wallJumpNormal;
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}
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else if (Motor.GroundingStatus.FoundAnyGround && !Motor.GroundingStatus.IsStableOnGround)
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{
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jumpDirection = Motor.GroundingStatus.GroundNormal;
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}
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// Makes the character skip ground probing/snapping on its next update.
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// If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see.
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Motor.ForceUnground(0.1f);
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// Add to the return velocity and reset jump state
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currentVelocity += (jumpDirection * JumpSpeed) - Vector3.Project(currentVelocity, Motor.CharacterUp);
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_jumpRequested = false;
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_jumpConsumed = true;
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_jumpedThisFrame = true;
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}
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}
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// Reset wall jump
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_canWallJump = false;
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}
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// Take into account additive velocity
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if (_internalVelocityAdd.sqrMagnitude > 0f)
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{
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currentVelocity += _internalVelocityAdd;
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_internalVelocityAdd = Vector3.zero;
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}
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break;
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}
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case CharacterState.Climbing:
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{
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currentVelocity = Vector3.zero;
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switch (_climbingState)
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{
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case ClimbingState.Climbing:
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currentVelocity = (_ladderUpDownInput * _activeLadder.transform.up).normalized * ClimbingSpeed;
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break;
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case ClimbingState.Anchoring:
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case ClimbingState.DeAnchoring:
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Vector3 tmpPosition = Vector3.Lerp(_anchoringStartPosition, _ladderTargetPosition, (_anchoringTimer / AnchoringDuration));
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currentVelocity = Motor.GetVelocityForMovePosition(Motor.TransientPosition, tmpPosition, deltaTime);
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break;
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}
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break;
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}
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}
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}
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/// <summary>
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/// (Called by KinematicCharacterMotor during its update cycle)
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/// This is called after the character has finished its movement update
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/// </summary>
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public void AfterCharacterUpdate(float deltaTime)
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{
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|
switch (CurrentCharacterState)
|
||
|
{
|
||
|
case CharacterState.Default:
|
||
|
{
|
||
|
// Handle jump-related values
|
||
|
{
|
||
|
// Handle jumping pre-ground grace period
|
||
|
if (_jumpRequested && _timeSinceJumpRequested > JumpPreGroundingGraceTime)
|
||
|
{
|
||
|
_jumpRequested = false;
|
||
|
}
|
||
|
|
||
|
if (AllowJumpingWhenSliding ? Motor.GroundingStatus.FoundAnyGround : Motor.GroundingStatus.IsStableOnGround)
|
||
|
{
|
||
|
// If we're on a ground surface, reset jumping values
|
||
|
if (!_jumpedThisFrame)
|
||
|
{
|
||
|
_doubleJumpConsumed = false;
|
||
|
_jumpConsumed = false;
|
||
|
}
|
||
|
_timeSinceLastAbleToJump = 0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Keep track of time since we were last able to jump (for grace period)
|
||
|
_timeSinceLastAbleToJump += deltaTime;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Handle uncrouching
|
||
|
if (_isCrouching && !_shouldBeCrouching)
|
||
|
{
|
||
|
// Do an overlap test with the character's standing height to see if there are any obstructions
|
||
|
Motor.SetCapsuleDimensions(0.5f, 2f, 1f);
|
||
|
if (Motor.CharacterOverlap(
|
||
|
Motor.TransientPosition,
|
||
|
Motor.TransientRotation,
|
||
|
_probedColliders,
|
||
|
Motor.CollidableLayers,
|
||
|
QueryTriggerInteraction.Ignore) > 0)
|
||
|
{
|
||
|
// If obstructions, just stick to crouching dimensions
|
||
|
Motor.SetCapsuleDimensions(0.5f, 1f, 0.5f);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// If no obstructions, uncrouch
|
||
|
MeshRoot.localScale = new Vector3(1f, 1f, 1f);
|
||
|
_isCrouching = false;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case CharacterState.Climbing:
|
||
|
{
|
||
|
switch (_climbingState)
|
||
|
{
|
||
|
case ClimbingState.Climbing:
|
||
|
// Detect getting off ladder during climbing
|
||
|
_activeLadder.ClosestPointOnLadderSegment(Motor.TransientPosition, out _onLadderSegmentState);
|
||
|
if (Mathf.Abs(_onLadderSegmentState) > 0.05f)
|
||
|
{
|
||
|
_climbingState = ClimbingState.DeAnchoring;
|
||
|
|
||
|
// If we're higher than the ladder top point
|
||
|
if (_onLadderSegmentState > 0)
|
||
|
{
|
||
|
_ladderTargetPosition = _activeLadder.TopReleasePoint.position;
|
||
|
_ladderTargetRotation = _activeLadder.TopReleasePoint.rotation;
|
||
|
}
|
||
|
// If we're lower than the ladder bottom point
|
||
|
else if (_onLadderSegmentState < 0)
|
||
|
{
|
||
|
_ladderTargetPosition = _activeLadder.BottomReleasePoint.position;
|
||
|
_ladderTargetRotation = _activeLadder.BottomReleasePoint.rotation;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case ClimbingState.Anchoring:
|
||
|
case ClimbingState.DeAnchoring:
|
||
|
// Detect transitioning out from anchoring states
|
||
|
if (_anchoringTimer >= AnchoringDuration)
|
||
|
{
|
||
|
if (_climbingState == ClimbingState.Anchoring)
|
||
|
{
|
||
|
_climbingState = ClimbingState.Climbing;
|
||
|
}
|
||
|
else if (_climbingState == ClimbingState.DeAnchoring)
|
||
|
{
|
||
|
TransitionToState(CharacterState.Default);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Keep track of time since we started anchoring
|
||
|
_anchoringTimer += deltaTime;
|
||
|
break;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public bool IsColliderValidForCollisions(Collider coll)
|
||
|
{
|
||
|
if (IgnoredColliders.Contains(coll))
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
public void OnGroundHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
public void OnMovementHit(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, ref HitStabilityReport hitStabilityReport)
|
||
|
{
|
||
|
switch (CurrentCharacterState)
|
||
|
{
|
||
|
case CharacterState.Default:
|
||
|
{
|
||
|
// We can wall jump only if we are not stable on ground and are moving against an obstruction
|
||
|
if (AllowWallJump && !Motor.GroundingStatus.IsStableOnGround && !hitStabilityReport.IsStable)
|
||
|
{
|
||
|
_canWallJump = true;
|
||
|
_wallJumpNormal = hitNormal;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void AddVelocity(Vector3 velocity)
|
||
|
{
|
||
|
switch (CurrentCharacterState)
|
||
|
{
|
||
|
case CharacterState.Default:
|
||
|
{
|
||
|
_internalVelocityAdd += velocity;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public void ProcessHitStabilityReport(Collider hitCollider, Vector3 hitNormal, Vector3 hitPoint, Vector3 atCharacterPosition, Quaternion atCharacterRotation, ref HitStabilityReport hitStabilityReport)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
public void PostGroundingUpdate(float deltaTime)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
public void OnDiscreteCollisionDetected(Collider hitCollider)
|
||
|
{
|
||
|
}
|
||
|
}
|
||
|
}
|