projectEli/Assets/NeoFPS/Core/MotionGraphs/States/ConstantMoveState.cs
2022-11-06 20:28:33 -05:00

103 lines
3.4 KiB
C#

using UnityEngine;
using NeoFPS.CharacterMotion.MotionData;
using NeoFPS.CharacterMotion.Parameters;
using NeoSaveGames.Serialization;
namespace NeoFPS.CharacterMotion.States
{
[MotionGraphElement("Misc/Constant Move", "Constant Move")]
[HelpURL("https://docs.neofps.com/manual/motiongraphref-mgs-constantmovestate.html")]
public class ConstantMoveState : MotionGraphState
{
[SerializeField, Tooltip("The direction to move the character in")]
private VectorParameter m_MoveDirection = null;
[SerializeField, Tooltip("The target movement speed")]
private FloatDataReference m_MoveSpeed = new FloatDataReference(1f);
[SerializeField, Tooltip("The maximum acceleration")]
private FloatDataReference m_Acceleration = new FloatDataReference(50f);
[SerializeField, Range(0f, 1f), Tooltip("The amount of damping to apply when changing direction or speed")]
private float m_Damping = 0.25f;
private const float k_TinyValue = 0.001f;
private Vector3 m_MotorAcceleration = Vector3.zero;
private Vector3 m_OutVelocity = Vector3.zero;
public override bool applyGravity
{
get { return false; }
}
public override bool applyGroundingForce
{
get { return false; }
}
public override Vector3 moveVector
{
get { return m_OutVelocity * Time.deltaTime; }
}
public override void OnValidate()
{
base.OnValidate();
}
public override void OnEnter()
{
base.OnEnter();
m_MotorAcceleration = Vector3.zero;
}
public override void OnExit()
{
base.OnExit();
m_OutVelocity = Vector3.zero;
}
public override void Update()
{
base.Update();
if (m_MoveDirection != null)
{
// Accelerate the velocity
m_OutVelocity = Vector3.SmoothDamp(characterController.velocity, m_MoveDirection.value.normalized * m_MoveSpeed.value, ref m_MotorAcceleration, Mathf.Lerp(0.05f, 0.25f, m_Damping), m_Acceleration.value);
}
else
m_OutVelocity = characterController.velocity;
}
public override void CheckReferences(IMotionGraphMap map)
{
base.CheckReferences(map);
m_MoveDirection = map.Swap(m_MoveDirection);
m_MoveSpeed.CheckReference(map);
m_Acceleration.CheckReference(map);
}
#region SAVE / LOAD
private static readonly NeoSerializationKey k_AccelerationKey = new NeoSerializationKey("acceleration");
private static readonly NeoSerializationKey k_VelocityKey = new NeoSerializationKey("velocity");
public override void WriteProperties(INeoSerializer writer)
{
base.WriteProperties(writer);
writer.WriteValue(k_AccelerationKey, m_MotorAcceleration);
writer.WriteValue(k_VelocityKey, m_OutVelocity);
}
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);
}
#endregion
}
}