#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/Dash", "Dash")] [HelpURL("https://docs.neofps.com/manual/motiongraphref-mgs-dashstate.html")] public class DashState : 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 direction to base the dash off. This can be **Yaw Relative** or **Move Relative**.")] private DashDirection m_FrameOfReference = DashDirection.YawRelative; [SerializeField, Tooltip("The angle offset for the dash direction. For example, yaw relative and an angle of 90 will dash to the right. -90 will dash to the left.")] private float m_DashAngle = 0f; private const float k_TinyValue = 0.001f; 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 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_TotalDashDistance = 0f; // Get heading m_DashHeading = Vector3.zero; if (m_FrameOfReference == DashDirection.YawRelative) m_DashHeading = characterController.forward; else m_DashHeading = characterController.velocity.normalized; if (Mathf.Abs(m_DashAngle) > 0.1f) m_DashHeading = Quaternion.AngleAxis(m_DashAngle, characterController.up) * m_DashHeading; } public override void OnExit() { base.OnExit(); m_Completed = false; m_OutVelocity = Vector3.zero; m_TotalDashDistance = 0f; } public override void Update() { base.Update(); // 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(m_DashHeading, characterController.up), out yOffset) && yOffset > k_TinyValue) { // Apply the offset and clamp the speed to the original value m_DashHeading += characterController.up * yOffset; m_DashHeading.Normalize(); } } else m_DashHeading = Vector3.ProjectOnPlane(m_DashHeading, characterController.up).normalized; // Accelerate to target velocity if (m_Acceleration.value > 0f) { m_OutVelocity = Vector3.SmoothDamp( characterController.velocity, m_DashHeading * m_DashSpeed.value, ref m_MotorAcceleration, 0.01f, m_Acceleration.value ); // Track dash distance (not actual distance moved) m_TotalDashDistance += m_OutVelocity.magnitude * Time.deltaTime; if (m_TotalDashDistance > m_DashDistance.value) m_Completed = true; } else { m_OutVelocity = m_DashHeading * m_DashSpeed.value; m_Completed = true; } } public override void CheckReferences(IMotionGraphMap map) { m_DashSpeed.CheckReference(map); m_Acceleration.CheckReference(map); m_DashDistance.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 } }