private void ChangeRoleTest(PlayerEntity playerEntity, IAdaptiveContainer <IFsmInputCommand> commands) { if (playerEntity.hasGamePlay && playerEntity.gamePlay.IsVariant() && playerEntity.hasStateInterface) { var state = playerEntity.stateInterface.State.GetNextPostureState(); if (state == PostureInConfig.Stand) { var characterInfo = playerEntity.characterInfo.CharacterInfoProviderContext; float targetHeight = characterInfo.GetStandCapsule().Height; GameObject gameObject = playerEntity.RootGo(); Vector3 startPoint = gameObject.transform.position; RaycastHit outHit; startPoint.y += CastRadius; if (PhysicsCastHelper.SphereCast(startPoint, CastRadius, Vector3.up, out outHit, targetHeight - 2 * CastRadius, UnityLayers.AllCollidableLayerMask, QueryTriggerInteraction.Ignore, LiftUp)) { //var item = commands.GetAvailableItem(command => { return command.Type == FsmInput.None; }); //item.Type = FsmInput.Crouch; playerEntity.stateInterface.State.SetPostureCrouch(); } } } }
private static bool IsHitGround(PlayerEntity playerEntity, float dist) { var gameObject = playerEntity.RootGo(); var prevLayer = gameObject.layer; IntersectionDetectTool.SetColliderLayer(gameObject, UnityLayerManager.GetLayerIndex(EUnityLayerName.User)); var startPoint = gameObject.transform.position; var valueRadius = playerEntity.characterContoller.Value.radius; //UnityLayers. // a shift lift up startPoint = startPoint + gameObject.transform.rotation * new Vector3(0f, valueRadius, 0f); RaycastHit outHit; // DebugDraw.DebugWireSphere(startPoint, Color.red, CastRadius, 1f); // DebugDraw.DebugWireSphere(startPoint + new Vector3(0,targetHeight - CastRadius - LiftUp,0), Color.magenta, CastRadius, 1f); var isHit = PhysicsCastHelper.SphereCast(startPoint, CastRadius, Vector3.down, out outHit, dist, UnityLayers.AllCollidableLayerMask, QueryTriggerInteraction.Ignore, 0.1f); //if (!isHit) { //DebugDraw.DebugWireSphere(startPoint,isHit ? Color.green : (playerEntity.characterContoller.Value.isGrounded ? Color.magenta : Color.red) ,CastRadius, isHit ? 0f:60f); } IntersectionDetectTool.SetColliderLayer(gameObject, prevLayer); return(isHit); }
private static bool IsHitGround(PlayerEntity playerEntity, float dist) { var gameObject = playerEntity.RootGo(); var prevLayer = gameObject.layer; var prev = IntersectionDetectTool.SetColliderDisable(gameObject); var playerPosition = gameObject.transform.position; var playerRotation = gameObject.transform.rotation; var controller = playerEntity.characterContoller.Value; var valueRadius = playerEntity.characterContoller.Value.radius; var isHit = false; RaycastHit outHit; if (UseSphereCast(controller)) { //use sphere cast var position = playerPosition + playerRotation * new Vector3(0f, valueRadius, 0f); // DebugDraw.DebugWireSphere(startPoint, Color.red, CastRadius, 1f); // DebugDraw.DebugWireSphere(startPoint + new Vector3(0,targetHeight - CastRadius - LiftUp,0), Color.magenta, CastRadius, 1f); isHit = PhysicsCastHelper.SphereCast(position, CastRadius, Vector3.down, out outHit, dist, UnityLayers.AllCollidableLayerMask, QueryTriggerInteraction.Ignore, 0.1f); if (!isHit) { //DebugDraw.DebugWireSphere(position + (isHit ? Vector3.down * outHit.distance : Vector3.down * dist),isHit ? Color.green : (playerEntity.characterContoller.Value.isGrounded ? Color.magenta : Color.red) ,CastRadius, isHit ? 0f:60f); } } else { Vector3 point1, point2; float radius; var height = controller.height; radius = controller.radius; var center = controller.center; PhysicsCastHelper.GetCapsule(controller.transform.position, controller.transform.rotation, height, radius, center, controller.direction, out point1, out point2); isHit = PhysicsCastHelper.CapsuleCast(point1, point2, radius, Vector3.down, out outHit, dist, UnityLayers.AllCollidableLayerMask, QueryTriggerInteraction.Ignore, 0.1f); if (!isHit && false) { PhysicsCastHelper.GetDebugDrawTypeCapsule(controller.transform.position, controller.transform.rotation, height, radius, center, controller.direction, out point1, out point2); DebugDraw.DebugCapsule(point1 + (isHit ? Vector3.down * outHit.distance : Vector3.down * dist), point2 + (isHit ? Vector3.down * outHit.distance : Vector3.down * dist), isHit ? Color.green : (playerEntity.characterContoller.Value.isGrounded ? Color.magenta : Color.red), radius, isHit ? 0f:60f ); } } IntersectionDetectTool.RestoreCollider(gameObject, prev); return(isHit); }
private static bool IsHitGround(PlayerEntity playerEntity, float dist) { var gameObject = playerEntity.RootGo(); var prevLayer = gameObject.layer; IntersectionDetectTool.SetColliderDisable(gameObject, IntersectionDetectTool.ColliderEnableState); var playerPosition = gameObject.transform.position; var playerRotation = gameObject.transform.rotation; var controller = playerEntity.characterContoller.Value; var valueRadius = playerEntity.characterContoller.Value.radius; var isHit = false; RaycastHit outHit; if (UseSphereCast(controller)) { //use sphere cast var position = playerPosition + playerRotation * new Vector3(0f, valueRadius, 0f); isHit = PhysicsCastHelper.SphereCast(position, CastRadius, Vector3.down, out outHit, dist, UnityLayers.AllCollidableLayerMask, QueryTriggerInteraction.Ignore, 0.1f); } else { Vector3 point1, point2; float radius; var height = controller.height; radius = controller.radius; var center = controller.center; PhysicsCastHelper.GetCapsule(controller.transform.position, controller.transform.rotation, height, radius, center, controller.direction, out point1, out point2); isHit = PhysicsCastHelper.CapsuleCast(point1, point2, radius, Vector3.down, out outHit, dist, UnityLayers.AllCollidableLayerMask, QueryTriggerInteraction.Ignore, 0.1f); } IntersectionDetectTool.RestoreCollider(gameObject, IntersectionDetectTool.ColliderEnableState); return(isHit); }
private static void ResolveOverlapWithPlayer(Contexts contexts, PlayerEntity player) { Vector3 point1, point2; float radius; var controller = player.characterContoller.Value; if (controller.GetCurrentControllerType() != CharacterControllerType.UnityCharacterController) { return; } var characterController = controller.RealValue as CharacterController; if (characterController == null) { return; } var height = controller.height; radius = controller.radius; var center = controller.center; PhysicsCastHelper.GetCapsule(controller.transform.position, controller.transform.rotation, height, radius, center, controller.direction, out point1, out point2); var colliders = PhysicsCastHelper.CollidersArray; var hits = PhysicsCastHelper.CapsuleOverlap( point1, point2, radius, colliders, UnityLayerManager.GetLayerMask(EUnityLayerName.Player), QueryTriggerInteraction.Ignore, collider => { if (collider == controller.GetCollider() || !(collider is CharacterController)) { return(true); } return(false); }); // calculate penetration for (int i = 0; i < hits; ++i) { Vector3 resolutionDirection = Vector3.up; float resolutionDistance = 0f; Transform overlappedTransform = colliders[i].GetComponent <Transform>(); if (Physics.ComputePenetration(controller.GetCollider(), controller.transform.position, controller.transform.rotation, colliders[i], overlappedTransform.position, overlappedTransform.rotation, out resolutionDirection, out resolutionDistance )) { characterController.Move(resolutionDirection * resolutionDistance); //_logger.InfoFormat("resolutionDirection:{0}, resolutionDistance:{1}, hitCollider:{2}", resolutionDirection, resolutionDistance, overlappedTransform.name); //DebugDraw.DebugArrow(controller.transform.position, resolutionDirection, Color.magenta, 20f, false); } } }
/// <summary> /// <p>角色切换姿势会引起包围盒变化,当切换后的包围盒大于当前空间时,会无法切换姿势</p> /// 如:玩家站立175cm,当前空间只有160cm则无法站立。蹲趴同理 /// </summary> /// <param name="playerEntity"></param> /// <param name="commandsContainer"></param> private void StandCrouchDisableTest(PlayerEntity playerEntity, IAdaptiveContainer <IFsmInputCommand> commandsContainer) { var state = playerEntity.stateInterface.State.GetNextPostureState(); var characterInfo = playerEntity.characterInfo.CharacterInfoProviderContext; if (!(state == PostureInConfig.Crouch || state == PostureInConfig.Prone)) { return; } // crouchDisable testCondition.Clear(); if (state == PostureInConfig.Crouch) { // to stand testCondition.Add(FsmInput.Jump); testCondition.Add(FsmInput.Crouch); } else { // to stand testCondition.Add(FsmInput.Jump); testCondition.Add(FsmInput.Prone); // to crouch testCondition.Add(FsmInput.Crouch); } testCommand.Clear(); for (int i = 0; i < commandsContainer.Length; i++) { var v = commandsContainer[i]; int keyLength = testCondition.Count; for (int j = 0; j < keyLength; ++j) { if (testCondition[j] == v.Type) { testCommand.Add(commandsContainer[i]); _logger.DebugFormat("match type:{0}, state:{1}", v.Type, state); break; } } } if (testCommand.Count == 0) { return; } float targetHeight = 0.0f; bool containsCrouch = false; foreach (IFsmInputCommand command in testCommand) { if (command.Type == FsmInput.Crouch) { containsCrouch = true; } } bool toStand = false; // to stand if (state == PostureInConfig.Crouch || (state == PostureInConfig.Prone && !containsCrouch)) { targetHeight = characterInfo.GetStandCapsule().Height; toStand = true; } // to crouch else { targetHeight = characterInfo.GetCrouchCapsule() .Height; toStand = false; } var gameObject = playerEntity.RootGo(); var prevLayer = gameObject.layer; IntersectionDetectTool.SetColliderDisable(gameObject, IntersectionDetectTool.ColliderEnableState); var startPoint = gameObject.transform.position; //UnityLayers. // a shift lift up startPoint.y += CastRadius; RaycastHit outHit; // DebugDraw.DebugWireSphere(startPoint, Color.red, CastRadius, 1f); // DebugDraw.DebugWireSphere(startPoint + new Vector3(0,targetHeight - CastRadius - LiftUp,0), Color.magenta, CastRadius, 1f); if (PhysicsCastHelper.SphereCast(startPoint, CastRadius, Vector3.up, out outHit, targetHeight - 2 * CastRadius, UnityLayers.AllCollidableLayerMask, QueryTriggerInteraction.Ignore, LiftUp)) { foreach (IFsmInputCommand command in testCommand) { _logger.InfoFormat( "chang command:{0} to none, because current state:{1} can not stand up!, collider name:{2}, collid point:{3}, collider normal:{4}", command.Type, state, outHit.collider.gameObject.name, outHit.point, outHit.normal); command.Type = FsmInput.None; } if (toStand) { playerEntity.tip.TipType = ETipType.CanNotStand; } else { playerEntity.tip.TipType = ETipType.CanNotToCrouch; } //Debug.DrawLine(outHit.point, outHit.normal, Color.red, 5000.0f); } IntersectionDetectTool.RestoreCollider(gameObject, IntersectionDetectTool.ColliderEnableState); testCommand.Clear(); testCondition.Clear(); }
private static void ResolveOverlapWithPlayer(Contexts contexts, PlayerEntity player) { Vector3 point1, point2; float radius; var controller = player.characterContoller.Value; if (controller.GetCurrentControllerType() != CharacterControllerType.UnityCharacterController) { return; } var characterController = controller.RealValue as CharacterController; if (characterController == null) { return; } var height = controller.height; radius = controller.radius; var center = controller.center; PhysicsCastHelper.GetCapsule(controller.transform.position, controller.transform.rotation, height, radius, center, controller.direction, out point1, out point2); var colliders = PhysicsCastHelper.CollidersArray; var hits = PhysicsCastHelper.CapsuleOverlap( point1, point2, radius, colliders, UnityLayerManager.GetLayerMask(EUnityLayerName.Player), QueryTriggerInteraction.Ignore, collider => { //和角色做分离,趴下不需要,自带分离 if (collider == controller.GetCollider() || !(collider is CapsuleCollider && (collider as CapsuleCollider).direction == 1)) { return(true); } return(false); }); int MaxStep = 1; // calculate penetration for (int i = 0; i < hits; ++i) { Vector3 resolutionDirection = Vector3.up; float resolutionDistance = 0f; Transform overlappedTransform = colliders[i].GetComponent <Transform>(); for (int j = 0; j < MaxStep; ++j) { if (Physics.ComputePenetration(characterController, characterController.transform.position, characterController.transform.rotation, colliders[i], colliders[i].transform.position, colliders[i].transform.rotation, out resolutionDirection, out resolutionDistance )) { characterController.Move(new Vector3(0, -0.01f, 0)); _logger.DebugFormat( "ResolveOverlapWithPlayer ResolveOverlapWithPlayer resolutionDirection:{0}, resolutionDistance:{1}, hitCollider:{2}", resolutionDirection.ToStringExt(), resolutionDistance, overlappedTransform.name); } else { break; } } } }