76 lines
3.7 KiB
C#
76 lines
3.7 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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using NeoFPS.CharacterMotion.Parameters;
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namespace NeoFPS.CharacterMotion.Conditions
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{
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[MotionGraphElement("Physics/Ray Lookahead")]
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public class RayLookaheadCondition : MotionGraphCondition
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{
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[SerializeField, Tooltip("In which direction should the lookahead check")]
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private LookaheadType m_Lookahead = LookaheadType.VelocityAllAxes;
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[SerializeField, Tooltip("How far in the future to look ahead (does not take gravity/acceleration into account).")]
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private float m_MultiplyValue = 1f;
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[SerializeField, Tooltip("The point on the character capsule to cast from. 0 is the base of the capsule. 1 is the top of the capsule.")]
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private float m_NormalisedHeight = 0f;
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[SerializeField, Tooltip("The layers to check against.")]
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private LayerMask m_LayerMask = (int)PhysicsFilter.Masks.CharacterBlockers;
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[SerializeField, Tooltip("Is the condition true if the cast hits something or if it doesn't.")]
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private bool m_DoesHit = true;
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public override bool CheckCondition(MotionGraphConnectable connectable)
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{
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// Get the cast vector
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Space space = Space.Self;
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Vector3 castVector = Vector3.zero;
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switch (m_Lookahead)
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{
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case LookaheadType.VelocityAllAxes:
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castVector = controller.characterController.velocity * m_MultiplyValue;
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space = Space.World;
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break;
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case LookaheadType.VelocityHorizontalPlane:
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castVector = Quaternion.Inverse(controller.localTransform.rotation) * controller.characterController.velocity * m_MultiplyValue;
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castVector.y = 0f;
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break;
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case LookaheadType.VelocityVertical:
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castVector = Quaternion.Inverse(controller.localTransform.rotation) * controller.characterController.velocity * m_MultiplyValue;
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castVector.x = 0f;
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castVector.z = 0f;
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break;
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case LookaheadType.DirectionAllAxes:
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castVector = controller.characterController.velocity.normalized * m_MultiplyValue;
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space = Space.World;
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break;
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case LookaheadType.DirectionHorizontalPlane:
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castVector = Quaternion.Inverse(controller.localTransform.rotation) * controller.characterController.velocity;
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castVector.y = 0f;
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castVector = castVector.normalized * m_MultiplyValue;
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break;
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case LookaheadType.DirectionVertical:
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castVector = Quaternion.Inverse(controller.localTransform.rotation) * controller.characterController.velocity;
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castVector.x = 0f;
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castVector.z = 0f;
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castVector = castVector.normalized * m_MultiplyValue;
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break;
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case LookaheadType.InputDirection:
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if (controller.inputMoveScale > 0.05f)
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{
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castVector = new Vector3(controller.inputMoveDirection.x, 0f, controller.inputMoveDirection.y);
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castVector *= m_MultiplyValue;
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}
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break;
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}
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// Quick check for valid cast vector
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if (castVector.sqrMagnitude < 0.0001f)
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return false;
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// Return cast result
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return controller.characterController.RayCast(m_NormalisedHeight, castVector, space, m_LayerMask) == m_DoesHit;
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}
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}
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}
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