using System.Collections; using System.Collections.Generic; using UnityEngine; using NeoFPS.CharacterMotion; using NeoFPS.CharacterMotion.Parameters; namespace NeoFPS.CharacterMotion.Conditions { [MotionGraphElement("Physics/Capsule Lookahead (Enhanced)")] public class EnhancedCapsuleLookaheadCondition : MotionGraphCondition { [SerializeField, Tooltip("In which direction should the lookahead check")] private LookaheadType m_Lookahead = LookaheadType.VelocityAllAxes; [SerializeField, Tooltip("How far in the future to look ahead (does not take gravity/acceleration into account).")] private float m_MultiplyValue = 1f; [SerializeField, Tooltip("The layers to check against.")] private LayerMask m_LayerMask = (int)PhysicsFilter.Masks.CharacterBlockers; [SerializeField, Tooltip("Is the condition true if the cast hits something or if it doesn't.")] private bool m_DoesHit = true; [SerializeField, Tooltip("The vector parameter to output the hit point to (optional).")] private VectorParameter m_OutputPoint = null; [SerializeField, Tooltip("The vector parameter to output the hit normal to (optional).")] private VectorParameter m_OutputNormal = null; [SerializeField, Tooltip("The transform parameter to output the hit transform to (optional).")] private TransformParameter m_OutputTransform = null; public override bool CheckCondition(MotionGraphConnectable connectable) { // Get the cast vector Space space = Space.Self; Vector3 castVector = Vector3.zero; switch (m_Lookahead) { case LookaheadType.VelocityAllAxes: castVector = controller.characterController.velocity * m_MultiplyValue; space = Space.World; break; case LookaheadType.VelocityHorizontalPlane: castVector = Quaternion.Inverse(controller.localTransform.rotation) * controller.characterController.velocity * m_MultiplyValue; castVector.y = 0f; break; case LookaheadType.VelocityVertical: castVector = Quaternion.Inverse(controller.localTransform.rotation) * controller.characterController.velocity * m_MultiplyValue; castVector.x = 0f; castVector.z = 0f; break; case LookaheadType.DirectionAllAxes: castVector = controller.characterController.velocity.normalized * m_MultiplyValue; space = Space.World; break; case LookaheadType.DirectionHorizontalPlane: castVector = Quaternion.Inverse(controller.localTransform.rotation) * controller.characterController.velocity; castVector.y = 0f; castVector = castVector.normalized * m_MultiplyValue; break; case LookaheadType.DirectionVertical: castVector = Quaternion.Inverse(controller.localTransform.rotation) * controller.characterController.velocity; castVector.x = 0f; castVector.z = 0f; castVector = castVector.normalized * m_MultiplyValue; break; case LookaheadType.InputDirection: if (controller.inputMoveScale > 0.05f) { castVector = new Vector3(controller.inputMoveDirection.x, 0f, controller.inputMoveDirection.y); castVector *= m_MultiplyValue; } break; } // Quick check for valid cast vector if (castVector.sqrMagnitude < 0.0001f) { if (m_OutputPoint != null) m_OutputPoint.value = Vector3.zero; if (m_OutputNormal != null) m_OutputNormal.value = Vector3.zero; if (m_OutputTransform != null) m_OutputTransform.value = null; return false; } // Perform the cast RaycastHit hit; bool didHit = controller.characterController.CapsuleCast(castVector, space, out hit, m_LayerMask); // Output to paramters if (m_OutputPoint != null) m_OutputPoint.value = hit.point; if (m_OutputNormal != null) m_OutputNormal.value = hit.normal; if (m_OutputTransform != null) m_OutputTransform.value = hit.transform; // return does hit return didHit == m_DoesHit; } public override void CheckReferences(IMotionGraphMap map) { m_OutputPoint = map.Swap(m_OutputPoint); m_OutputNormal = map.Swap(m_OutputNormal); m_OutputTransform = map.Swap(m_OutputTransform); } } }