111 lines
3.5 KiB
C#
111 lines
3.5 KiB
C#
using UnityEngine;
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using NeoFPS.CharacterMotion.MotionData;
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using NeoFPS.CharacterMotion.Parameters;
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namespace NeoFPS.CharacterMotion.States
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{
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[MotionGraphElement("Instant/Boost Pad", "BoostPad")]
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[HelpURL("https://docs.neofps.com/manual/motiongraphref-mgs-boostpadstate.html")]
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public class BoostPadState : MotionGraphState
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{
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[SerializeField, Tooltip("The movement velocity to apply.")]
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private VectorParameter m_BoostVector = null;
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[SerializeField, Tooltip("A multiplier for the movement velocity.")]
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private FloatDataReference m_Multiplier = new FloatDataReference(1f);
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[SerializeField, Tooltip("How the boost vector is applied to the character. Options are: " +
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"Absolute sets the character velocity, " +
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"Additive adds the boost to the character velocity, " +
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"MaintainPerpendicular sets the velocity in the direction of the boost, but keeps any velocity along the plane perpendicular to the boost.")]
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private BoostMode m_BoostMode = BoostMode.Absolute;
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private Vector3 m_OutVelocity = Vector3.zero;
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private bool m_Completed = false;
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enum BoostMode
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{
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Absolute,
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Additive,
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MaintainPerpendicular
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}
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public override bool completed
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{
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get { return m_Completed; }
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}
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public override Vector3 moveVector
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{
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get { return m_OutVelocity * Time.deltaTime; }
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}
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public override bool applyGravity
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{
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get { return false; }
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}
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public override bool applyGroundingForce
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{
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get { return false; }
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}
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public override bool ignorePlatformMove
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{
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get { return false; }
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}
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public override void OnValidate()
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{
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base.OnValidate();
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}
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public override void OnEnter()
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{
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base.OnEnter();
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m_Completed = false;
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}
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public override void OnExit()
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{
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base.OnExit();
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m_Completed = false;
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m_OutVelocity = Vector3.zero;
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}
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public override void Update()
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{
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base.Update();
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if (!m_Completed)
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{
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if (m_BoostVector != null)
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{
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switch (m_BoostMode)
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{
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case BoostMode.Absolute:
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m_OutVelocity = m_BoostVector.value * m_Multiplier.value;
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break;
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case BoostMode.Additive:
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m_OutVelocity = characterController.velocity + m_BoostVector.value * m_Multiplier.value;
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break;
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case BoostMode.MaintainPerpendicular:
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var perpendicular = Vector3.ProjectOnPlane(characterController.velocity, m_BoostVector.value.normalized);
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m_OutVelocity = m_BoostVector.value * m_Multiplier.value + perpendicular;
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break;
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}
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m_BoostVector.value = Vector3.zero;
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}
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m_Completed = true;
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}
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else
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m_OutVelocity = characterController.velocity;
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}
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public override void CheckReferences(IMotionGraphMap map)
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{
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m_BoostVector = map.Swap(m_BoostVector);
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m_Multiplier.CheckReference(map);
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base.CheckReferences(map);
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}
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}
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} |