projectEli/Assets/NeoFPS/Core/MotionGraphs/States/DirectionalDashState.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.MotionData;
using NeoFPS.CharacterMotion.Parameters;
using NeoSaveGames.Serialization;
namespace NeoFPS.CharacterMotion.States
{
[MotionGraphElement("Dashes/Directional Dash", "Dash (Directional)")]
[HelpURL("https://docs.neofps.com/manual/motiongraphref-mgs-directionaldashstate.html")]
public class DirectionalDashState : MotionGraphState
{
[SerializeField, Tooltip("The target speed for the dash to reach.")]
private FloatDataReference m_DashSpeed = new FloatDataReference(50f);
[SerializeField, Tooltip("The acceleration to reach the target dash speed.")]
private FloatDataReference m_Acceleration = new FloatDataReference(250f);
[SerializeField, Tooltip("The distance to dash before the state completes.")]
private FloatDataReference m_DashDistance = new FloatDataReference(0f);
[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);
private const float k_TinyValue = 0.001f;
private const float k_MinInput = 0.05f;
public enum DashDirection
{
YawRelative,
MoveRelative
}
private Vector3 m_DashHeading = Vector3.zero;
private Vector3 m_MotorAcceleration = Vector3.zero;
private Vector3 m_OutVelocity = Vector3.zero;
private float m_TotalDashDistance = 0f;
private float m_TargetSpeed = 0f;
private bool m_Completed = false;
public override bool completed
{
get { return m_Completed; }
}
public override Vector3 moveVector
{
get { return m_OutVelocity * Time.deltaTime; }
}
public override bool applyGravity
{
get { return true; }
}
public override bool applyGroundingForce
{
get { return true; }
}
public override bool ignorePlatformMove
{
get { return false; }
}
public bool isInstant
{
get { return m_Acceleration.value == 0f; }
}
public override void OnValidate()
{
base.OnValidate();
}
public override void OnEnter()
{
base.OnEnter();
m_Completed = false;
m_TotalDashDistance = 0f;
// Get the dash heading
m_DashHeading = Vector3.forward;
if (controller.inputMoveScale > k_MinInput)
m_DashHeading = new Vector3(controller.inputMoveDirection.x, 0f, controller.inputMoveDirection.y);
m_DashHeading = characterController.transform.rotation * m_DashHeading;
// Get the dash speed
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));
m_TargetSpeed = m_DashSpeed.value * directionMultiplier;
}
public override void OnExit()
{
base.OnExit();
m_OutVelocity = Vector3.zero;
m_TotalDashDistance = 0f;
m_Completed = false;
}
public override void Update()
{
base.Update();
Vector3 flatHeading = m_DashHeading;
// Apply ground slope effect
if (characterController.isGrounded)
{
// Get the offset impulse on the ground plane
Plane p = new Plane(characterController.groundSurfaceNormal, 0f);
float yOffset = 0f;
if (p.Raycast(new Ray(flatHeading, characterController.up), out yOffset) && yOffset > k_TinyValue)
{
// Apply the offset and clamp the speed to the original value
flatHeading += characterController.up * yOffset;
flatHeading.Normalize();
}
}
// Accelerate to target velocity
if (m_Acceleration.value > 0f)
{
m_OutVelocity = Vector3.SmoothDamp(
characterController.velocity,
flatHeading * m_TargetSpeed,
ref m_MotorAcceleration,
0.01f,
m_Acceleration.value
);
m_TotalDashDistance += m_OutVelocity.magnitude * Time.deltaTime;
if (m_TotalDashDistance > m_DashDistance.value)
m_Completed = true;
}
else
{
m_OutVelocity = flatHeading * m_TargetSpeed;
m_Completed = true;
}
}
public override void CheckReferences(IMotionGraphMap map)
{
m_DashSpeed.CheckReference(map);
m_Acceleration.CheckReference(map);
m_DashDistance.CheckReference(map);
m_StrafeMultiplier.CheckReference(map);
m_ReverseMultiplier.CheckReference(map);
base.CheckReferences(map);
}
#region SAVE / LOAD
private static readonly NeoSerializationKey k_AccelerationKey = new NeoSerializationKey("acceleration");
private static readonly NeoSerializationKey k_VelocityKey = new NeoSerializationKey("velocity");
private static readonly NeoSerializationKey k_DashHeadingKey = new NeoSerializationKey("heading");
private static readonly NeoSerializationKey k_TotalDashDistanceKey = new NeoSerializationKey("distance");
public override void WriteProperties(INeoSerializer writer)
{
base.WriteProperties(writer);
writer.WriteValue(k_AccelerationKey, m_MotorAcceleration);
writer.WriteValue(k_VelocityKey, m_OutVelocity);
writer.WriteValue(k_DashHeadingKey, m_DashHeading);
writer.WriteValue(k_TotalDashDistanceKey, m_TotalDashDistance);
}
public override void ReadProperties(INeoDeserializer reader)
{
base.ReadProperties(reader);
reader.TryReadValue(k_AccelerationKey, out m_MotorAcceleration, m_MotorAcceleration);
reader.TryReadValue(k_VelocityKey, out m_OutVelocity, m_OutVelocity);
reader.TryReadValue(k_DashHeadingKey, out m_DashHeading, m_DashHeading);
reader.TryReadValue(k_TotalDashDistanceKey, out m_TotalDashDistance, m_TotalDashDistance);
}
#endregion
}
}