67 lines
2.5 KiB
C#
67 lines
2.5 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 NeoFPS.CharacterMotion;
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namespace NeoFPS.CharacterMotion.Behaviours
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{
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[MotionGraphElement("Character/DrainStamina", "DrainStaminaBehaviour")]
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[HelpURL("https://docs.neofps.com/manual/motiongraphref-mgb-drainstaminabehaviour.html")]
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public class DrainStaminaBehaviour : MotionGraphBehaviour
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{
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[SerializeField, Tooltip("The rate to drain the stamina at (bear in mind the stamina system also refreshes at a certain rate too, so these can cancel out).")]
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private float m_DrainRate = 15f;
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[SerializeField, Tooltip("Should the controller's move input scale also scale the stamina drain.")]
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private bool m_ScaleByInput = true;
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[SerializeField, Tooltip("Is there a lower limit that the behaviour will drain stamina to before the drain rate falls off.")]
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private bool m_LimitDrain = false;
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[SerializeField, Tooltip("The minimum level that the behaviour can drain stamina to.")]
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private float m_DrainTarget = 0f;
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[SerializeField, Tooltip("The stamina drain falls away to 0 as it approaches the target level, starting at this falloff value above it.")]
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private float m_DrainFalloff = 0f;
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private IStaminaSystem m_StaminaSystem = null;
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private float m_InverseDrainFalloff = 1f;
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public override void Initialise(MotionGraphConnectable o)
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{
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base.Initialise(o);
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// Get the stamina system
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m_StaminaSystem = controller.GetComponent<IStaminaSystem>();
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// Calculate drain falloff
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if (m_DrainFalloff > 1f)
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m_InverseDrainFalloff = 1f / m_DrainFalloff;
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}
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public override void OnEnter()
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{
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if (m_StaminaSystem != null)
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m_StaminaSystem.AddStaminaDrain(GetStaminaDrain);
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}
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public override void OnExit()
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{
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if (m_StaminaSystem != null)
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m_StaminaSystem.RemoveStaminaDrain(GetStaminaDrain);
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}
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private float GetStaminaDrain(IStaminaSystem s, float modifiedStamina)
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{
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float rate = m_DrainRate;
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// Scale drain by input
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if (m_ScaleByInput)
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rate *= controller.inputMoveScale;
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// Limit the drain based on the input stamina
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if (m_LimitDrain)
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rate *= Mathf.Clamp01((modifiedStamina - m_DrainTarget) * m_InverseDrainFalloff);
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return rate * Time.deltaTime;
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}
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}
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}
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