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

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2022-11-07 01:28:33 +00:00
using UnityEngine;
using NeoFPS.CharacterMotion.MotionData;
using NeoFPS.CharacterMotion.Parameters;
using NeoSaveGames.Serialization;
namespace NeoFPS.CharacterMotion.States
{
[MotionGraphElement("Misc/Move To Point", "Move To Point")]
[HelpURL("https://docs.neofps.com/manual/motiongraphref-mgs-movetopointstate.html")]
public class MoveToPointState : MotionGraphState
{
[SerializeField, Tooltip("The position to move to")]
private VectorParameter m_TargetPosition = null;
[SerializeField, Tooltip("The time required to reach the target")]
private float m_Duration = 0.25f;
[SerializeField, Tooltip("The interpolation method from start to end")]
private Interpolation m_Interpolation = Interpolation.EaseOutCubic;
[SerializeField, Tooltip("Should collisions be disabled for the duration of the movement")]
private bool m_DisableCollisions = true;
private Vector3 m_StartPoint = Vector3.zero;
private Vector3 m_OutMove = Vector3.zero;
private float m_Lerp = 0f;
private bool m_CollisionsEnabled = true;
public enum Interpolation
{
Linear,
EaseOutQuadratic,
EaseOutCubic,
Spring,
Bounce
}
public override bool applyGravity
{
get { return false; }
}
public override bool applyGroundingForce
{
get { return false; }
}
public override Vector3 moveVector
{
get { return m_OutMove; }
}
public override bool completed
{
get { return m_Lerp >= 1f; }
}
public override void OnValidate()
{
base.OnValidate();
if (m_Duration < 0.1f)
m_Duration = 0.1f;
}
public override void OnEnter()
{
base.OnEnter();
m_StartPoint = controller.localTransform.position;
m_Lerp = 0f;
// Disable collisions
if (m_DisableCollisions)
{
m_CollisionsEnabled = characterController.collisionsEnabled;
characterController.collisionsEnabled = false;
}
}
public override void OnExit()
{
base.OnExit();
m_OutMove = Vector3.zero;
m_Lerp = 0f;
// Restore collisions
if (m_DisableCollisions)
characterController.collisionsEnabled = m_CollisionsEnabled;
}
public override void Update()
{
base.Update();
// Get linear interp
m_Lerp += Time.deltaTime / m_Duration;
if (m_Lerp > 1f)
m_Lerp = 1f;
// Convert to eased
float eased = m_Lerp;
switch (m_Interpolation)
{
case Interpolation.EaseOutQuadratic:
eased = EasingFunctions.EaseOutQuadratic(eased);
break;
case Interpolation.EaseOutCubic:
eased = EasingFunctions.EaseOutCubic(eased);
break;
case Interpolation.Spring:
eased = EasingFunctions.EaseInSpring(eased);
break;
case Interpolation.Bounce:
eased = EasingFunctions.EaseInBounce(eased);
break;
}
// Get target position
Vector3 target = Vector3.Lerp(m_StartPoint, m_TargetPosition.value, eased);
// Get the offset from current
m_OutMove = target - controller.localTransform.position;
}
public override void CheckReferences(IMotionGraphMap map)
{
base.CheckReferences(map);
m_TargetPosition = map.Swap(m_TargetPosition);
}
#region SAVE / LOAD
private static readonly NeoSerializationKey k_LerpKey = new NeoSerializationKey("lerp");
private static readonly NeoSerializationKey k_StartKey = new NeoSerializationKey("start");
public override void WriteProperties(INeoSerializer writer)
{
base.WriteProperties(writer);
writer.WriteValue(k_LerpKey, m_Lerp);
writer.WriteValue(k_StartKey, m_StartPoint);
}
public override void ReadProperties(INeoDeserializer reader)
{
base.ReadProperties(reader);
reader.TryReadValue(k_LerpKey, out m_Lerp, m_Lerp);
reader.TryReadValue(k_StartKey, out m_StartPoint, m_StartPoint);
}
#endregion
}
}