projectEli/Assets/NeoFPS/Core/MotionGraphs/States/ContactLadderState.cs

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2022-11-07 01:28:33 +00:00
#if !NEOFPS_FORCE_QUALITY && (UNITY_ANDROID || UNITY_IOS || UNITY_TIZEN || (UNITY_WSA && NETFX_CORE) || NEOFPS_FORCE_LIGHTWEIGHT)
#define NEOFPS_LIGHTWEIGHT
#endif
using UnityEngine;
using NeoFPS.CharacterMotion.Parameters;
using NeoFPS.CharacterMotion.MotionData;
using NeoSaveGames.Serialization;
using NeoCC;
namespace NeoFPS.CharacterMotion.States
{
[MotionGraphElement("Ladders/Contact Ladder", "Ladder")]
[HelpURL("https://docs.neofps.com/manual/motiongraphref-mgs-contactladderstate.html")]
public class ContactLadderState : MotionGraphState
{
[SerializeField, Tooltip("The transform property on the graph that is used to attach to ladder transforms in the scene.")]
private TransformParameter m_TransformParameter = null;
[SerializeField, Tooltip("The maximum climb speed (based on input and aim)")]
private FloatDataReference m_ClimbSpeed = new FloatDataReference(2f);
[SerializeField, Tooltip("The top movement speed with ground under foot (top and bottom of the ladder)")]
private FloatDataReference m_GroundSpeed = new FloatDataReference(5f);
[SerializeField, Tooltip("The multiplier applied to the max movement speed when strafing")]
private FloatDataReference m_StrafeMultiplier = new FloatDataReference(0.75f);
[SerializeField, Tooltip("The multiplier applied to the max movement speed when moving in reverse")]
private FloatDataReference m_ReverseMultiplier = new FloatDataReference(0.5f);
[SerializeField, Tooltip("The acceleration while climbing the ladder or dismounting")]
private FloatDataReference m_Acceleration = new FloatDataReference(50f);
[SerializeField, Tooltip("Should the direction of the camera aim influence the vertical move direction? IgnoreAimer = No; AimerAbsolute = Only direction; AimerSmooth = Direction and speed; AimerHeading = Direction and speed based on yaw (uses strafe); AimerAllAxes = Direction and speed based on yaw and pitch (uses strafe)")]
private MovementStyle m_UseAimerV = MovementStyle.AimerAbsolute;
[SerializeField, Tooltip("For AimerAbsolute, the angle past the horizontal you need to aim to flip directions. For AimerSmooth or AimerAllAxes, the angle past the horizontal that reaches full speed.")]
private float m_CenterZone = 15f;
[SerializeField, Tooltip("Should the aimer influence the horizontal move direction? IgnoreAimer = No; AimerAbsolute = Looking away switches axes; AimerSmooth = Direction and speed; AimerHeading/AimerAllAxes = As AimerSmooth, but forward / back input counts also.")]
private MovementStyle m_UseAimerH = MovementStyle.AimerSmooth;
// NOTES:
// - Could also grab the jump trigger property and use it to correctly jump away from the ladder
// - Could make single sided by setting complete / null as soon as the character passes behind the ladder
// - This would mean 1 frame hitch of being in ladder state (just maintain velocity?)
// - Could inherit from standard movement to for a better version of the grounded move
private const float k_TinyValue = 0.001f;
private ILadder m_Ladder = null;
private Vector3 m_OutVelocity = Vector3.zero;
private Vector3 m_MotorAcceleration = Vector3.zero;
private Vector3 m_RadiusOffset = Vector3.zero;
private float m_Radius = 0f;
private float m_QuarterCircleLength = 0f;
private float m_SinDeadzone = 0f;
private bool m_LookingUp = false;
private bool m_WasUpLocked = false;
public enum MovementStyle
{
IgnoreAimer, // W/S = up/down OR A/D = left/right
AimerAbsolute, // Direction of aim changes direction of move
AimerSmooth, // Direction of aim changes direction and speed of move
AimerHeading, // Direction and speed based on yaw only (factors in both input axes)
AimerAllAxes // Direction and speed based on yaw and pitch (factors in both input axes)
}
public override Vector3 moveVector
{
get { return m_OutVelocity * Time.deltaTime; }
}
public override bool applyGravity
{
get { return false; }
}
public override bool applyGroundingForce
{
get { return false; }
}
public override bool ignorePlatformMove
{
get { return true; }
}
public override bool ignoreExternalForces
{
get { return false; } // Simple ladder does not lock you in place
}
public override bool completed
{
get { return m_Ladder == null || m_TransformParameter.value == null; }
}
#if UNITY_EDITOR
public override void OnValidate()
{
base.OnValidate();
m_GroundSpeed.ClampValue(0.1f, 50f);
m_StrafeMultiplier.ClampValue(0f, 2f);
m_ReverseMultiplier.ClampValue(0f, 2f);
m_Acceleration.ClampValue(0f, 1000f);
if (m_UseAimerV == MovementStyle.AimerSmooth)
m_CenterZone = Mathf.Clamp(m_CenterZone, 5f, 90f);
else
m_CenterZone = Mathf.Clamp(m_CenterZone, 0f, 60f);
}
#endif
public override void OnEnter()
{
base.OnEnter();
m_MotorAcceleration = Vector3.zero;
// Get ladder component from transform in property
if (m_TransformParameter != null && m_TransformParameter.value != null)
m_Ladder = m_TransformParameter.value.GetComponent<ILadder>();
// Get character radius etc
m_Radius = characterController.radius + 0.05f;
m_RadiusOffset = new Vector3(0f, m_Radius, 0f);
m_QuarterCircleLength = 0.5f * Mathf.PI * m_Radius;
// Get relative position, etc
Quaternion correction = Quaternion.Inverse((m_Ladder as MonoBehaviour).transform.rotation);
Vector3 relativePosition = correction * (controller.localTransform.position + m_RadiusOffset - m_Ladder.worldTop);
//float aimPitchRad = (correction * controller.aimController.rotation).eulerAngles.x * Mathf.Deg2Rad;
// Check if at top of ladder
if (relativePosition.y > 0f)
{
// Get the angle from forwards (don't just use trig as the character is not guaranteed to be on the surface)
float angle = Vector3.Angle(Vector3.forward, new Vector3(0f, relativePosition.y, relativePosition.z));
// Wrap the position
relativePosition.y = m_Radius * angle * Mathf.Deg2Rad;
// Set to mount and block dismount until complete
//aimPitchRad -= angle * Mathf.Deg2Rad;
// Check if the character is looking up the ladder
Vector3 wrappedUp = Quaternion.AngleAxis(angle, m_Ladder.across) * m_Ladder.up;
m_LookingUp = Vector3.Dot(controller.aimController.forward, wrappedUp) > 0f;
}
else
{
// Check if the character is looking up the ladder
m_LookingUp = Vector3.Dot(controller.aimController.forward, m_Ladder.up) > 0f;
}
// Calculate the deadzone for aiming
m_SinDeadzone = Mathf.Sin(m_CenterZone * Mathf.Deg2Rad);
// Make sure the character doesn't rotate on the ladder
var variableUp = characterController as INeoCharacterVariableGravity;
if (variableUp != null)
{
m_WasUpLocked = variableUp.lockUpVector;
variableUp.lockUpVector = true;
}
}
public override void OnExit()
{
base.OnExit();
m_OutVelocity = Vector3.zero;
m_Ladder = null;
// Allow the character to change up vector again
var variableUp = characterController as INeoCharacterVariableGravity;
if (variableUp != null)
variableUp.lockUpVector = m_WasUpLocked;
}
public override void Update()
{
base.Update();
if (completed)
return;
float maxClimbSpeed = m_ClimbSpeed.value;
// Get the ladder rotations
Quaternion rotation = m_Ladder.localTransform.rotation;
Quaternion correction = Quaternion.Inverse(rotation);
// Get the character details relative to the ladder
Vector3 relativePosition = correction * (controller.localTransform.position + m_RadiusOffset - m_Ladder.worldTop);
Vector3 aimForward = correction * controller.aimController.forward;
Vector3 aimHeading = correction * controller.aimController.heading;
// Check if at the top of the ladder and wrap around
if (relativePosition.y > 0f)
{
// Get the angle from forwards (don't just use trig as the character is not guaranteed to be on the surface)
float angle = Vector3.Angle(Vector3.forward, new Vector3(0f, relativePosition.y, relativePosition.z));
if (angle > 90f)
angle = 90f;
// Wrap vectors around
Quaternion wrapRotation = Quaternion.AngleAxis(angle, Vector3.right);
aimForward = wrapRotation * aimForward;
relativePosition.y = m_Radius * angle * Mathf.Deg2Rad;
}
// Get dot products of character aim against axes
Vector3 aimDots = new Vector3(
Vector3.Dot(aimHeading, Vector3.right),
Vector3.Dot(aimForward, Vector3.up),
Vector3.Dot(aimHeading, Vector3.forward)
);
// Get vertical movement
Vector3 targetVelocity = Vector3.zero;
switch (m_UseAimerV)
{
case MovementStyle.IgnoreAimer:
{
targetVelocity.y += controller.inputMoveDirection.y * maxClimbSpeed;
break;
}
case MovementStyle.AimerAbsolute:
{
// Check if looking up (with deadzone)
if (m_CenterZone <= Mathf.Epsilon)
{
// No deadzone
m_LookingUp = aimDots.y >= 0f;
}
else
{
// Only flip if outside deadzone
if (m_LookingUp && aimDots.y < -m_SinDeadzone)
m_LookingUp = false;
if (!m_LookingUp && aimDots.y > m_SinDeadzone)
m_LookingUp = true;
}
// Get the climb speed
float speed = controller.inputMoveDirection.y * maxClimbSpeed;
if (!m_LookingUp)
speed *= -1f;
targetVelocity.y += speed;
break;
}
case MovementStyle.AimerSmooth:
{
// Get the aim speed based on center zone
float aimAngle = Mathf.Asin(aimDots.y) * Mathf.Rad2Deg;
float aimSpeed = Mathf.Clamp(aimAngle / m_CenterZone, -1f, 1f);
// Get the climb speed
float speed = controller.inputMoveDirection.y * maxClimbSpeed * aimSpeed;
targetVelocity.y += speed;
break;
}
case MovementStyle.AimerHeading:
{
// Get the climb speed (W/S)
float speed = controller.inputMoveDirection.y * maxClimbSpeed * Mathf.Abs(aimDots.z);
// Get the climb speed (A/D)
speed += controller.inputMoveDirection.x * maxClimbSpeed * aimDots.x;
targetVelocity.y += speed;
break;
}
case MovementStyle.AimerAllAxes:
{
// Get the aim speed based on center zone
float aimAngle = Mathf.Asin(aimDots.y) * Mathf.Rad2Deg;
float aimSpeed = Mathf.Clamp(aimAngle / m_CenterZone, -1f, 1f);
// Get the climb speed (W/S)
float speed = controller.inputMoveDirection.y * maxClimbSpeed * Mathf.Abs(aimDots.z) * aimSpeed;
// Get the climb speed (A/D)
speed += controller.inputMoveDirection.x * maxClimbSpeed * aimDots.x * aimSpeed;
targetVelocity.y += speed;
break;
}
}
// Check if at the base of the ladder and moving down, and "walk" as normal if so.
if (relativePosition.y < 0f && targetVelocity.y < 0f && IsCharacterGrounded())
{
SimpleBaseWalk();
return;
}
// Get lateral movement
switch (m_UseAimerH)
{
case MovementStyle.IgnoreAimer:
{
targetVelocity.x -= controller.inputMoveDirection.x * maxClimbSpeed * m_StrafeMultiplier.value;
break;
}
case MovementStyle.AimerAbsolute:
{
// Get the climb speed
float speed = controller.inputMoveDirection.x * maxClimbSpeed;
if (aimDots.z < 0f)
speed *= -1f;
targetVelocity.x += speed;
break;
}
case MovementStyle.AimerSmooth:
{
// Get the climb speed
float speed = controller.inputMoveDirection.x * maxClimbSpeed * aimDots.z;
targetVelocity.x += speed;
break;
}
case MovementStyle.AimerHeading:
{
// Get the climb speed (W/S)
float speed = controller.inputMoveDirection.y * maxClimbSpeed * aimDots.x;
// Get the climb speed (A/D)
speed += controller.inputMoveDirection.x * maxClimbSpeed * aimDots.z;
targetVelocity.x += speed;
break;
}
case MovementStyle.AimerAllAxes:
{
// Get the climb speed (W/S)
float speed = controller.inputMoveDirection.y * maxClimbSpeed * aimDots.x;
// Get the climb speed (A/D)
speed += controller.inputMoveDirection.x * maxClimbSpeed * aimDots.z;
// Scale based on aim
speed *= 1f - Mathf.Abs(aimDots.y) * 0.75f;
targetVelocity.x += speed;
break;
}
}
// Get the target world position
relativePosition += targetVelocity * Time.deltaTime;
// Check if off top and detach if so
if (relativePosition.y > m_QuarterCircleLength && targetVelocity.y > 0.25f * maxClimbSpeed)
{
m_TransformParameter.value = null;
}
if (relativePosition.y > 0f)
{
// Get overrun from top of curve
float remainder = relativePosition.y - m_QuarterCircleLength;
// Get angle
float angle = relativePosition.y / (Mathf.Deg2Rad * m_Radius);
angle = Mathf.Clamp(angle, 0f, 90f);
angle *= Mathf.Deg2Rad;
// relativePosition = Quaternion.AngleAxis(angle, Vector3.left) * relativePosition;
relativePosition.y = Mathf.Sin(angle) * m_Radius;
// Add overrun back on
if (remainder > 0f)
relativePosition.z = -remainder;
else
relativePosition.z = Mathf.Cos(angle) * m_Radius;
}
else
{
relativePosition.z = m_Radius;
}
Vector3 targetWorldPosition = m_Ladder.worldTop + (rotation * relativePosition);
Vector3 targetWorldVelocity = Vector3.ClampMagnitude((targetWorldPosition - (controller.localTransform.position + m_RadiusOffset)) / Time.deltaTime, maxClimbSpeed);
float accel = m_Acceleration.value;
if (accel < k_TinyValue)
m_OutVelocity = targetWorldVelocity;
else
m_OutVelocity = Vector3.SmoothDamp(characterController.velocity, targetWorldVelocity, ref m_MotorAcceleration, 0.01f, accel);
float mag = m_OutVelocity.magnitude;
if (mag > maxClimbSpeed)
{
float ratio = maxClimbSpeed / mag;
m_OutVelocity *= ratio;
}
}
private void SimpleBaseWalk()
{
//m_TransformParameter.value = null;
//return;
// Update the current velocity
Vector3 currentVelocity = characterController.velocity;
currentVelocity = Vector3.ProjectOnPlane(currentVelocity, characterController.up);
// Calculate speed based on move direction
float directionMultiplier = 1f;
if (controller.inputMoveDirection.y < 0f)
directionMultiplier *= Mathf.Lerp(1f, m_ReverseMultiplier.value, -controller.inputMoveDirection.y);
directionMultiplier *= Mathf.Lerp(1f, m_StrafeMultiplier.value, Mathf.Abs(controller.inputMoveDirection.x));
// Get target velocity
float groundSpeed = m_GroundSpeed.value;
Vector3 targetVelocity = Vector3.zero;
targetVelocity += controller.localTransform.forward * controller.inputMoveDirection.y * groundSpeed * directionMultiplier;
targetVelocity += controller.localTransform.right * controller.inputMoveDirection.x * groundSpeed * directionMultiplier;
// Accelerate if required
if (targetVelocity != currentVelocity)
{
// Get maximum acceleration
float maxAccel = m_Acceleration.value * directionMultiplier;
// Accelerate the velocity
m_OutVelocity = Vector3.SmoothDamp(currentVelocity, targetVelocity, ref m_MotorAcceleration, 0.01f, maxAccel);
}
// Groundiness
if (characterController.velocity.y < m_OutVelocity.y)// 0f)
m_OutVelocity.y = characterController.velocity.y;
}
private bool IsCharacterGrounded()
{
return characterController.isGrounded && Vector3.Angle(characterController.up, characterController.groundNormal) < characterController.slopeLimit;
}
public override void CheckReferences(IMotionGraphMap map)
{
base.CheckReferences(map);
m_TransformParameter = map.Swap(m_TransformParameter);
m_ClimbSpeed.CheckReference(map);
m_GroundSpeed.CheckReference(map);
m_StrafeMultiplier.CheckReference(map);
m_ReverseMultiplier.CheckReference(map);
m_Acceleration.CheckReference(map);
}
#region SAVE / LOAD
private static readonly NeoSerializationKey k_LookingUpKey = new NeoSerializationKey("lookingUp");
private static readonly NeoSerializationKey k_WasUpLockedKey = new NeoSerializationKey("wasUpLocked");
private static readonly NeoSerializationKey k_AccelerationKey = new NeoSerializationKey("acceleration");
private static readonly NeoSerializationKey k_VelocityKey = new NeoSerializationKey("velocity");
public override void WriteProperties(INeoSerializer writer)
{
base.WriteProperties(writer);
writer.WriteValue(k_LookingUpKey, m_LookingUp);
writer.WriteValue(k_WasUpLockedKey, m_WasUpLocked);
writer.WriteValue(k_AccelerationKey, m_MotorAcceleration);
writer.WriteValue(k_VelocityKey, m_OutVelocity);
}
public override void ReadProperties(INeoDeserializer reader)
{
Debug.Log("base.ReadProperties");
base.ReadProperties(reader);
Debug.Log("ReadProperties internal");
reader.TryReadValue(k_LookingUpKey, out m_LookingUp, m_LookingUp);
reader.TryReadValue(k_WasUpLockedKey, out m_WasUpLocked, m_WasUpLocked);
reader.TryReadValue(k_AccelerationKey, out m_MotorAcceleration, m_MotorAcceleration);
reader.TryReadValue(k_VelocityKey, out m_OutVelocity, m_OutVelocity);
Debug.Log("ReadProperties done");
}
#endregion
}
}