Beispiel #1
0
        private void ProcessPhysicItem
        (
            float dt,
            ref DefStDodgeOnGroundSettings settings,
            ref DefStDodgeInput input,
            ref DefStDodgeOnGroundProcessData process,
            ref StVelocity velocity,
            ref CharacterControllerState state
        )
        {
            /*if (!state.IsGrounded() && math.any(process.Direction != float3.zero) && process.IsDodging == 1)
             * {
             *  var previousVelocity = velocity.Value;
             *  var previousFlatVel  = previousVelocity.ToGrid(1);
             *  var previousSpeed    = Mathf.Max(previousFlatVel.magnitude, settings.MinSpeed) + (process.InertieDelta * dt);
             *
             *  velocity.Value   = math.normalize(process.Direction) * previousSpeed;
             *  velocity.Value.y = previousVelocity.y;
             * }*/

            // TODO: Remove hardcoded character slopelimit (45)

            /*if (MvUtils.OnGround(state, velocity) && Vector3.Angle(state.AngleDir, Vector3.up) < 45 && process.IsDodging == 1)
             * {
             *  process.IsDodging = 0;
             *
             *  var oldY = velocity.Value.y;
             *  var addSpeed = Mathf.Max(velocity.Value.ToGrid(1).magnitude - process.StartAfterDodgeFlatSpeed, 0);
             *  var speed = Mathf.Min(velocity.Value.ToGrid(1).magnitude, process.StartFlatSpeed + addSpeed);
             *
             *  velocity.Value = velocity.Value.ToGrid(1).normalized * speed;
             *
             *  Debug.Log("nice");
             *
             *  velocity.Value.y = oldY;
             * }*/

            process.InertieDelta            -= state.IsGrounded() ? dt * 50f : dt;
            process.CooldownBeforeNextDodge -= dt;
            input.TimeBeforeResetState      -= dt;
        }
            public void Execute(int index)
            {
                if (States[index].GroundFlags == 0 || Velocities[index].Value.y > 0f)
                {
                    return;
                }

                var rotation     = Rotations[index];
                var setting      = Settings[index];
                var input        = Inputs[index];
                var velocityData = Velocities[index];

                velocityData.Value = SrtFixNaN(velocityData.Value);

                var direction   = SrtComputeDirection(rotation, input.Direction);
                var newVelocity = SrtMove(velocityData.Value, input.Direction, direction, setting, States[index], DeltaTime);

                newVelocity.y = velocityData.Value.y;

                Velocities[index] = new StVelocity(newVelocity);
            }
        private bool ProcessItem
        (
            ref Entity entity,
            ref StVelocity velocity,
            ref DefStJumpSettings setting,
            ref DefStRunInput runInput,
            ref DefStJumpInput input,
            ref DefStWallJumpProcessData process,
            ref CharacterControllerState state,
            Transform transform
        )
        {
            var action = input.State == InputState.Down && !MvUtils.OnGround(state, velocity) && Time.time > process.TimeBeforeNextWJ;

            if (!action)
            {
                return(false);
            }

            var originalVelocity = velocity.Value;
            var fwd       = transform.forward;
            var pos       = transform.position + new Vector3(0, 0.4f + 0.1f); // hardcoded value (stepoffset)
            var rot       = transform.rotation;
            var rd        = 0.3f + 0.075f;                                    // (radius)
            var sw        = 0.07f + 0.025f;                                   // hardcoded value (skinwidth)
            var height    = 2f - 0.4f;                                        // harcoded value (height and stepOffset)
            var subheight = (height * 0.75f) - 0.005f;

            CPhysicSettings.Active.SetGlobalCollision(transform.gameObject, false);

            var direction = (Vector3)SrtComputeDirection(fwd, rot, runInput.Direction);
            var rayTrace  = UtilityWallRayTrace.RayTrace(ref direction, ref pos, ref rd, ref sw, ref height, ref subheight, transform.GetComponent <Collider>());

            Debug.DrawRay(rayTrace.point, rayTrace.normal, Color.red, 10);

            CPhysicSettings.Active.SetGlobalCollision(transform.gameObject, true);

            var success = rayTrace.normal != Vector3.zero && Mathf.Abs(rayTrace.normal.y) < 0.2f;

            if (success)
            {
                rayTrace.normal = rayTrace.normal.ToGrid(1).normalized;

                velocity.Value = RaycastUtilities.SlideVelocityNoYChange(velocity.Value, rayTrace.normal);

                velocity.Value.y = math.max(math.min(velocity.Value.y + 6.5f, 12f), 0);

                var previousVelocity = velocity.Value;
                var bounceDir        = rayTrace.normal * 6f;
                var minSpeed         = bounceDir.magnitude;

                velocity.Value += bounceDir;

                var flatVelocity = velocity.Value.ToGrid(1);
                var oldY         = velocity.Value.y;

                velocity.Value = Vector3.ClampMagnitude(flatVelocity, Mathf.Max(previousVelocity.magnitude, minSpeed));

                velocity.Value.y = oldY;

                process.TimeBeforeNextWJ = Time.time + DefaultCooldown;

                input.TimeBeforeResetState = -1f;
                input.State = InputState.None;

                BroadcastNewEntity(PostUpdateCommands, true);
                PostUpdateCommands.AddComponent(new DefStWallJumpEvent(Time.time, Time.frameCount, entity, originalVelocity, rayTrace.normal));

                MvDelegateEvents.InvokeCharacterWalljump(entity);
            }

            return(success);
        }
Beispiel #4
0
        private bool ProcessItem
        (
            ref Entity entity,
            ref StVelocity velocity,
            ref DefStRunInput runInput,
            ref DefStDodgeOnGroundSettings setting,
            ref DefStDodgeInput input,
            ref DefStDodgeOnGroundProcessData process,
            ref CharacterControllerState state,
            Transform transform
        )
        {
            var doDodge = input.State != InputState.None && process.CooldownBeforeNextDodge <= 0f && MvUtils.OnGround(state, velocity);

            if (input.TimeBeforeResetState <= 0f)
            {
                input.State = InputState.None;
            }

            // We expect the developpers to check for staminas or things like that for this command.
            EntityManager.SetComponentData(m_CmdDoDodge, new EntityCommandTarget(entity));
            DiffuseCommand(m_CmdDoDodge, m_CmdDoDodgeResult, doDodge, CmdState.Begin);

            doDodge = GetCmdResult(m_CmdDoDodgeResult);
            if (!doDodge)
            {
                return(false);
            }

            process.StartFlatSpeed = velocity.Value.ToGrid(1).magnitude;

            var direction = SrtComputeDirection(transform.forward.normalized, transform.rotation, runInput.Direction);

            velocity.Value.y = 0f;

            var addVelocity = SrtDodge(velocity.Value, direction, setting.AdditiveSpeed, setting.MinSpeed, setting.MaxSpeed);
            var momentum    = transform.GetComponent <CharacterControllerMotor>().Momentum;

            if (Vector3.Dot(velocity.Value.normalized, math.normalizesafe(addVelocity)) >= 0.9f)
            {
                addVelocity = (momentum.normalized + ((Vector3)addVelocity).normalized).normalized * math.length(addVelocity);
                Debug.Log(addVelocity);
            }

            velocity.Value  = addVelocity;
            velocity.Value += Vector3.up * setting.VerticalPower;

            input.TimeBeforeResetState = -1f;
            input.State = InputState.None;

            process.CooldownBeforeNextDodge = 0.5f;
            process.InertieDelta            = 0.1f;
            process.Direction = direction;
            process.IsDodging = 1;
            process.StartAfterDodgeFlatSpeed = velocity.Value.ToGrid(1).magnitude;

            // We except developpers to just clean the pre-command phase, and not applying things like reducing stamina...
            DiffuseCommand(m_CmdDoDodge, m_CmdDoDodgeResult, true, CmdState.End);

            // Send dodge message to clients
            BroadcastNewEntity(PostUpdateCommands, true);
            PostUpdateCommands.AddComponent(new DefStDodgeEvent(Time.time, Time.frameCount, entity));

            MvDelegateEvents.InvokeCharacterDodge(entity);

            return(true);
        }
 public static bool OnGround(CharacterControllerMotor controllerMotor, StVelocity velocity)
 {
     return(velocity.Value.y <= 0 && controllerMotor.IsGrounded(CPhysicSettings.PhysicInteractionLayerMask));
 }
 public static bool OnGround(CharacterControllerState state, StVelocity velocity)
 {
     return(velocity.Value.y <= 0 && state.GroundFlags == 1);
 }
        private bool ProcessItem
        (
            ref Entity entity,
            ref StVelocity velocity,
            ref DefStDodgeOnGroundSettings setting,
            ref DefStRunInput runInput,
            ref DefStDodgeInput input,
            ref DefStWallDodgeProcessData process,
            ref DefStDodgeOnGroundProcessData groundProcess,
            CharacterControllerMotor motor
        )
        {
            var action = input.State != InputState.None && !MvUtils.OnGround(motor, velocity) && Time.time > process.TimeBeforeNextWD;

            DiffuseCommand(m_CmdDoDodge, m_CmdDoDodgeResult, action, CmdState.Begin);

            if (!m_CmdDoDodgeResult.GetComponentData <EntityCommandResult>().AsBool())
            {
                DiffuseCommand(m_CmdDoDodge, m_CmdDoDodgeResult, action, CmdState.End);

                return(false);
            }

            var originalVelocity = velocity.Value;
            var fwd       = motor.transform.forward;
            var pos       = motor.transform.position + new Vector3(0, motor.CharacterController.stepOffset + 0.1f);
            var rot       = motor.transform.rotation;
            var rd        = motor.CharacterController.radius + 0.075f;
            var sw        = motor.CharacterController.skinWidth + 0.025f;
            var height    = motor.CharacterController.height - motor.CharacterController.stepOffset;
            var subheight = (height * 0.75f) - 0.005f;

            CPhysicSettings.Active.SetGlobalCollision(motor.gameObject, false);

            var direction = (Vector3)SrtComputeDirection(fwd, rot, runInput.Direction);

            direction = (velocity.Value.ToGrid(1).normalized + direction * 2).normalized;
            var rayTrace = UtilityWallRayTrace.RayTrace(ref direction, ref pos, ref rd, ref sw, ref height, ref subheight, motor.CharacterController);

            CPhysicSettings.Active.SetGlobalCollision(motor.gameObject, true);

            var success = rayTrace.normal != Vector3.zero && Mathf.Abs(rayTrace.normal.y) < 0.2f;

            if (success)
            {
                rayTrace.normal = rayTrace.normal.ToGrid(1).normalized;

                var reflected  = (Vector3.Reflect(direction, rayTrace.normal) + rayTrace.normal).normalized;
                var oldY       = velocity.Value.y;
                var dirInertie = (reflected * (velocity.Value.magnitude + 1)) + rayTrace.normal * 3.5f;
                dirInertie = RaycastUtilities.SlideVelocityNoYChange(velocity.Value, rayTrace.normal) + rayTrace.normal * 10;

                var minSpeed = Mathf.Max(velocity.Value.ToGrid(1).magnitude + setting.AdditiveSpeed, setting.MinSpeed);

                velocity.Value = dirInertie.ToGrid(1).normalized *(minSpeed);

                velocity.Value.y = Mathf.Max(oldY + 2, 0);

                process.TimeBeforeNextWD = Time.time + DefaultCooldown;

                input.TimeBeforeResetState = -1f;
                input.State = InputState.None;

                groundProcess.CooldownBeforeNextDodge = 0.25f;
                //groundProcess.InertieDelta            = 0.5f;
                groundProcess.Direction = dirInertie.normalized;

                BroadcastNewEntity(PostUpdateCommands, true);
                PostUpdateCommands.AddComponent(new DefStWallJumpEvent(Time.time, Time.frameCount, entity, originalVelocity, rayTrace.normal));
            }

            DiffuseCommand(m_CmdDoDodge, m_CmdDoDodgeResult, action, CmdState.End);

            return(success);
        }
Beispiel #8
0
        private bool ProcessItem
        (
            ref Entity entity,
            ref StVelocity velocity,
            ref DefStJumpSettings setting,
            ref DefStRunInput runInput,
            ref DefStJumpInput input,
            ref DefStJumpProcessData process,
            ref CharacterControllerState state,
            Transform transform
        )
        {
            if (MvUtils.OnGround(state, velocity))
            {
                process.ComboCtx = 0;
            }

            if (input.ContinueJump == 0)
            {
                process.NeedToChain = 0;
            }

            var inputCanJump = input.State == InputState.Down || (input.ContinueJump == 1 && process.NeedToChain == 1);
            var doJump       = inputCanJump && (process.ComboCtx < setting.MaxCombo && process.CooldownBeforeNextJump <= 0f) &&
                               (MvUtils.OnGround(state, velocity) || process.ComboCtx > 0);
            var airJump = doJump && !state.IsGrounded() && !state.IsSliding();

            if (input.TimeBeforeResetState <= 0f)
            {
                input.State = InputState.None;
            }

            process.CooldownBeforeNextJump -= Time.deltaTime;
            input.TimeBeforeResetState     -= Time.deltaTime;

            // We expect the developpers to check for staminas or things like that for this command.
            DiffuseCommand(m_CmdDoJump, m_CmdDoJumpResult, doJump, CmdState.Begin);

            doJump = GetCmdResult(m_CmdDoJumpResult);
            if (!doJump)
            {
                return(false);
            }

            var direction   = SrtComputeDirection(transform.forward, transform.rotation, runInput.Direction);
            var strafeAngle = SrtGetStrafeAngleNormalized(direction, velocity.Value);

            if (math.all(runInput.Direction == float2.zero))
            {
                strafeAngle *= 0.5f;
            }

            if (input.State == InputState.Down)
            {
                process.NeedToChain = 1;
            }

            velocity.Value.y = math.max(velocity.Value.y, 0);
            if (!airJump)
            {
                var motor = transform.GetComponent <CharacterControllerMotor>();

                velocity.Value += Vector3.up * (setting.JumpPower * (input.State != InputState.Down ? 0.75f : 1f));
                //if (motor.Momentum.y > 0) velocity.Value += Vector3.up * (motor.Momentum.normalized.y * 6f);
            }
            else
            {
                velocity.Value = Vector3.up * setting.JumpPower;
            }

            if (airJump)
            {
                velocity.Value = math.lerp(velocity.Value, SrtAirDash(velocity.Value, direction), 1f);
            }
            else if (input.State != InputState.Down)
            {
                velocity.Value += (Vector3)(direction * (strafeAngle * 5f));

                var oldY      = velocity.Value.y;
                var currSpeed = velocity.Value.ToGrid(1).magnitude;
                var newSpeed  = math.min(currSpeed + strafeAngle * 2f, math.max(currSpeed, 18f));
                velocity.Value   = velocity.Value.ToGrid(1).normalized *newSpeed;
                velocity.Value.y = oldY;
            }
            else
            {
                var oldY = velocity.Value.y;
                //velocity.Value = velocity.Value.ToGrid(1).normalized * (velocity.Value.ToGrid(1).magnitude - 2.5f);
                velocity.Value.y = oldY;
            }

            input.TimeBeforeResetState = -1f;
            input.State = InputState.Pressed;

            process.ComboCtx++;
            process.CooldownBeforeNextJump = 0.1f;

            // We except developpers to just clean the pre-command phase, and not applying things like reducing stamina...
            DiffuseCommand(m_CmdDoJump, m_CmdDoJumpResult, true, CmdState.End);

            // Send event to clients
            BroadcastNewEntity(PostUpdateCommands, true);
            PostUpdateCommands.AddComponent(new DefStJumpEvent(Time.time, Time.frameCount, entity));

            MvDelegateEvents.InvokeCharacterJump(entity);

            return(true);
        }