147 lines
5.0 KiB
C#
147 lines
5.0 KiB
C#
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#if !NEOFPS_FORCE_QUALITY && (UNITY_ANDROID || UNITY_IOS || UNITY_TIZEN || (UNITY_WSA && NETFX_CORE) || NEOFPS_FORCE_LIGHTWEIGHT)
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#define NEOFPS_LIGHTWEIGHT
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#endif
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using UnityEngine;
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using NeoFPS.CharacterMotion.MotionData;
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using NeoFPS.CharacterMotion.Parameters;
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using NeoSaveGames.Serialization;
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namespace NeoFPS.CharacterMotion.States
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{
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[MotionGraphElement("Ground Movement/Ski", "Ski")]
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[HelpURL("https://docs.neofps.com/manual/motiongraphref-mgs-skistate.html")]
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public class SkiState : MotionGraphState
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{
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[SerializeField, Tooltip("The maximum turn rate in degrees per second.")]
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private FloatDataReference m_MaxTurnRate = new FloatDataReference(10f);
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[SerializeField, Tooltip("A constant deceleration while skiing. Once the character speed reaches zero, the state completes.")]
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private FloatDataReference m_Deceleration = new FloatDataReference(0.5f);
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[SerializeField, Tooltip("A multiplier for gravity which affects speed on slopes.")]
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private FloatDataReference m_GravityEffect = new FloatDataReference(1f);
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private const float k_TinyValue = 0.001f;
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private Vector3 m_OutVelocity = Vector3.zero;
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private bool m_Completed = false;
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private float m_StepHeight = 0f;
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private float m_SnapHeight = 0f;
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public override bool completed
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{
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get { return m_Completed; }
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}
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public override Vector3 moveVector
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{
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get { return m_OutVelocity * Time.deltaTime; }
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}
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public override bool applyGravity
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{
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get { return true; }// false; }
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}
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public override bool applyGroundingForce
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{
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get { return false; }// true; }// m_Snap; }
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}
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public override bool ignorePlatformMove
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{
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get { return false; }
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}
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public override void OnValidate()
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{
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base.OnValidate();
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}
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public override void OnEnter()
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{
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base.OnEnter();
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m_Completed = false;
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m_StepHeight = characterController.stepHeight;
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characterController.stepHeight = 0.025f;
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m_SnapHeight = characterController.groundSnapHeight;
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characterController.groundSnapHeight = 0.1f;
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characterController.slopeFriction = 0f;
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}
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public override void OnExit()
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{
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base.OnExit();
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m_Completed = false;
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m_OutVelocity = Vector3.zero;
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characterController.stepHeight = m_StepHeight;
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characterController.groundSnapHeight = m_SnapHeight;
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characterController.slopeFriction = 1f;
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}
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public override void Update()
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{
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base.Update();
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if (m_Completed)
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return;
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// Get velocity & speed
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m_OutVelocity = Vector3.ProjectOnPlane(characterController.rawVelocity, characterController.groundSurfaceNormal);
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float speed = m_OutVelocity.magnitude;
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// ABOVE WILL BE WHY IT SPEEDS UP ON GRAVITY LOOP
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// RAW GAINS STEP HEIGHT AND FLOOR IS SLOPED
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float newSpeed = speed - m_Deceleration.value * Time.deltaTime;
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m_OutVelocity *= newSpeed / speed;
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// Complete state if near stationary
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if (newSpeed < 0.05f)
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m_Completed = true;
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else
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{
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// Apply turning input
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if (Mathf.Abs(controller.inputMoveDirection.x) > 0.01f)
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{
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// Turning based on speed. Slower movement = faster turn
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float turnMultiplier = 1f / newSpeed;
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if (turnMultiplier > 1f)
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turnMultiplier = 1f;
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m_OutVelocity = Quaternion.AngleAxis(turnMultiplier * controller.inputMoveDirection.x * m_MaxTurnRate.value, characterController.groundSurfaceNormal) * m_OutVelocity;
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}
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}
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}
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public override void CheckReferences(IMotionGraphMap map)
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{
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m_MaxTurnRate.CheckReference(map);
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m_Deceleration.CheckReference(map);
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m_GravityEffect.CheckReference(map);
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base.CheckReferences(map);
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}
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#region SAVE / LOAD
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private static readonly NeoSerializationKey k_CompletedKey = new NeoSerializationKey("completed");
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private static readonly NeoSerializationKey k_VelocityKey = new NeoSerializationKey("velocity");
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public override void WriteProperties(INeoSerializer writer)
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{
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base.WriteProperties(writer);
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writer.WriteValue(k_VelocityKey, m_OutVelocity);
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writer.WriteValue(k_CompletedKey, m_Completed);
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}
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public override void ReadProperties(INeoDeserializer reader)
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{
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base.ReadProperties(reader);
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reader.TryReadValue(k_VelocityKey, out m_OutVelocity, m_OutVelocity);
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reader.TryReadValue(k_CompletedKey, out m_Completed, m_Completed);
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}
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#endregion
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}
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}
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