Ready() public method

Is ready? cooldown expired?
public Ready ( ) : bool
return bool
        public override int WantsToUpdate(float delta)
        {
            bool onGrabbableArea = character.IsOnArea(Areas.Grabbable);

            if (onGrabbableArea && canGrab.Ready())
            {
                return(priority);
            }
            return(0);
        }
        public override int WantsToUpdate(float delta)
        {
            bool onGrabbableArea = character.IsOnArea(Areas.Rope);

            if (onGrabbableArea && canGrab.Ready() && character.rope.passengers.Contains(character.gameObject.layer))
            {
                return(priority);
            }
            return(0);
        }
        /// <summary>
        /// Pushing and object enough time?
        /// </summary>
        public override int WantsToUpdate(float delta)
        {
            if (!character.collisions.below)
            {
                return(0);
            }

            float x = input.GetAxisRawX();

            if (x > 0)
            {
                if (faceDir != 1)
                {
                    pushingCD.Reset();
                }

                faceDir = 1;
                if (character.IsBox(Directions.Right) && pushingCD.Ready())
                {
                    return(priority);
                }
                return(0);
            }
            if (x < 0)
            {
                if (faceDir != -1)
                {
                    pushingCD.Reset();
                }

                faceDir = -1;
                if (character.IsBox(Directions.Left) && pushingCD.Ready())
                {
                    return(priority);
                }
                return(0);
            }

            pushingCD.Reset();
            return(0);
        }
        public override void PerformAction(float delta)
        {
            // guard: something goes wrong!
            if (character.ladder == null)
            {
                character.ExitState(States.Ladder);
                return;
            }
            Ladder ladder = character.ladder;

            Vector2 in2d = input.GetAxisRaw();

            if (character.IsOnArea(Areas.Ladder) && character.IsOnState(States.Ladder))
            {
                // disable x movement
                character.velocity.x = 0;
                character.velocity.y = speed * in2d.y;
            }

            // TODO transition
            if (centering)
            {
                float ladderCenter = ladder.GetComponent <BoxCollider2D>().bounds.center.x;
                float characterX   = character.center.x;
                if (Math.Abs(characterX - ladderCenter) < 0.05)
                {
                    centering            = false;
                    character.velocity.x = 0;
                }
                else
                {
                    // instant move to the center of the ladder!
                    Mathf.SmoothDamp(characterX, ladderCenter, ref character.velocity.x, towardsTime, towardsSpeed, delta);
                }
            }

            if (ladder.topDismount && ladder.IsAtTop(character, character.feet) && in2d.y > 0)
            {
                // top dismount enabled and reached
                character.velocity = Vector2.zero;
                ladder.Dismount(character);
            }
            else if (ladder.bottomDismount && ladder.IsAtBottom(character, character.feet) && in2d.y < 0)
            {
                // bottom dismount enabled and reached
                character.velocity = Vector2.zero;
                ladder.Dismount(character);
            }
            else if (!ladder.topDismount && ladder.IsAboveTop(character, character.head) && in2d.y > 0)
            {
                // can't dismount (vine) don't let the head 'overflow' the ladder
                character.velocity = Vector2.zero;
            }
            else if (!ladder.bottomDismount && ladder.IsAtBottom(character, character.feet) && in2d.y < 0)
            {
                // can't dismount (vine) don't let the head 'overflow' the ladder
                // caveat: Vine cannot be near ground
                character.velocity = Vector2.zero;
            }

            character.SetFacing(in2d.x);

            // check for dismount conditions
            if (in2d.x != 0)
            {
                // do not allow to jump without telling the direction.
                // move up if you want it
                if (dismountJumping && input.IsActionHeld(actionJump.action))
                {
                    dismount.Reset();
                    character.ladder.Dismount(character);
                    character.ladder = null;

                    actionJump.Jump(new JumpConstant(character,
                                                     jumpOff.Clone((int)character.faceDir)
                                                     ));
                }
                else if (dismount.Ready())
                {
                    character.velocity = Vector2.zero;
                    character.ladder.Dismount(character);
                    character.ladder = null;
                }
            }
            else
            {
                dismount.Reset();
            }
        }
Beispiel #5
0
        /// <summary>
        /// Managed update called by UpdateManager
        /// Transform Input into platformer magic :)
        /// </summary>
        public virtual void PlatformerUpdate(float delta)
        {
            frozen -= delta;
            int             prio = 0;
            int             tmp;
            CharacterAction action = null;

            if (frozen < 0)
            {
                foreach (var i in actions)
                {
                    tmp = i.WantsToUpdate(delta);
                    if (tmp < 0)
                    {
                        i.PerformAction(Time.fixedDeltaTime);
                    }
                    else if (prio < tmp)
                    {
                        prio   = tmp;
                        action = i;
                    }
                }
            }

            // reset / defaults
            pc2d.disableWorldCollisions = false;
            PostUpdateActions a = PostUpdateActions.WORLD_COLLISIONS | PostUpdateActions.APPLY_GRAVITY;

            if (action != null)
            {
                if (lastAction != action)
                {
                    action.GainControl(delta);
                }

                action.PerformAction(Time.fixedDeltaTime);
                a = action.GetPostUpdateActions();
            }

            if (Utils.biton((int)a, (int)PostUpdateActions.APPLY_GRAVITY))
            {
                // TODO REVIEW x/y gravity...
                velocity.y += pc2d.gravity.y * delta;
            }

            if (!Utils.biton((int)a, (int)PostUpdateActions.WORLD_COLLISIONS))
            {
                pc2d.disableWorldCollisions = true;
            }

            if (Mathf.Abs(velocity.x) < minVelocity)
            {
                velocity.x = 0.0f;
            }

            if (Mathf.Abs(velocity.y) < minVelocity)
            {
                velocity.y = 0.0f;
            }

            if (onBeforeMove != null)
            {
                onBeforeMove(this, delta);
            }

            pc2d.Move((velocity + worldVelocity) * delta, delta);

            if (onAfterMove != null)
            {
                onAfterMove(this, delta);
            }


            // this is meant to fix jump and falling hit something unexpected
            if (pc2d.collisions.above || pc2d.collisions.below)
            {
                velocity.y = 0;
            }

            if (pc2d.collisions.below)
            {
                fallingCD.Reset();
                groundCD.Reset();
                SolfEnterState(States.OnGround);
            }
            else
            {
                groundCD.Increment();
                // give some margin
                if (groundCD.Ready())
                {
                    SolfExitState(States.OnGround);
                }

                // falling but not wallsliding
                if (velocity.y < 0 &&
                    !IsOnState(States.WallSliding) &&
                    !IsOnState(States.Liquid) &&
                    !IsOnState(States.Rope))
                {
                    fallingCD.Increment();
                    if (fallingCD.Ready())
                    {
                        SolfEnterState(States.Falling);
                    }
                }
            }

            if (lastAction != null && lastAction != action)
            {
                lastAction.LoseControl(delta);
            }

            lastAction = action;
        }
        /// <summary>
        /// Managed update called by UpdateManager
        ///
        /// Call all actions ask them who 'WantsToUpdate'\n
        /// The highest priority action what want GainControl and PerformAction\n
        /// Given action give a list of things to do after using GetPostUpdateActions\n
        /// When all is done, fire events
        /// </summary>
        public virtual void PlatformerUpdate(float delta)
        {
            colBounds = bounds;

            // before anything try to find if there is a ladder below
            // it's neccesary for ActionLadder&ActionCrounch
            // this is not the right place... but where?! to be unique
            RaycastHit2D hit = FeetRay(
                skinWidth * 2,
                1 << Configuration.instance.laddersMask
                );

            if (hit)
            {
                ladderBottom = hit.collider.gameObject.GetComponent <Ladder>();
                Assert.IsNotNull(ladderBottom, "GameObject at Ladders layer without Ladder MonoBehaviour at " + hit.collider.gameObject.GetFullName());
            }
            else
            {
                ladderBottom = null;
            }

            //
            frozen -= delta;
            int             prio = 0;
            int             tmp;
            CharacterAction action = null;

            if (frozen < 0)
            {
                foreach (var i in actions)
                {
                    tmp = i.WantsToUpdate(delta);
                    if (tmp < 0)
                    {
                        i.PerformAction(Time.fixedDeltaTime);
                    }
                    else if (prio < tmp)
                    {
                        prio   = tmp;
                        action = i;
                    }
                }
            }

            // reset / defaults
            disableWorldCollisions = false;
            PostUpdateActions a = PostUpdateActions.WORLD_COLLISIONS | PostUpdateActions.APPLY_GRAVITY;

            if (action != null)
            {
                if (lastAction != action)
                {
                    action.GainControl(delta);
                }

                action.PerformAction(Time.fixedDeltaTime);
                a = action.GetPostUpdateActions();
            }

            if (BitOn((int)a, (int)PostUpdateActions.APPLY_GRAVITY))
            {
                // TODO REVIEW x/y gravity...
                velocity.y += gravity.y * delta;
            }

            if (!BitOn((int)a, (int)PostUpdateActions.WORLD_COLLISIONS))
            {
                disableWorldCollisions = true;
            }

            if (Mathf.Abs(velocity.x) < minVelocity)
            {
                velocity.x = 0.0f;
            }

            if (Mathf.Abs(velocity.y) < minVelocity)
            {
                velocity.y = 0.0f;
            }

            if (onBeforeMove != null)
            {
                onBeforeMove(this, delta);
            }

            // check velocity don't exceed terminalVelocity
            // Limit X
            //velocity.x = Mathf.Min(velocity.x, terminalVelocity.x);
            //velocity.x = Mathf.Max(velocity.x, -terminalVelocity.x);
            // Limit Y but only freefall
            velocity.y = Mathf.Max(velocity.y, -terminalVelocity.y);

            movedLastFrame = Move((velocity + worldVelocity) * delta, delta);

            if (onAfterMove != null)
            {
                onAfterMove(this, delta);
            }


            // this is meant to fix jump and falling hit something unexpected
            if (collisions.above || collisions.below)
            {
                velocity.y = 0;
            }

            if (collisions.below)
            {
                fallingCD.Reset();
                groundCD.Reset();
                EnterStateGraceful(States.OnGround);
            }
            else
            {
                // give some margin
                if (groundCD.Ready())
                {
                    ExitStateGraceful(States.OnGround);
                }

                // falling but not wallsliding
                if (velocity.y < 0 &&
                    !IsOnState(States.WallSliding) &&
                    !IsOnState(States.Liquid) &&
                    !IsOnState(States.Rope))
                {
                    if (fallingCD.Ready())
                    {
                        EnterStateGraceful(States.Falling);
                    }
                }
            }

            if (lastAction != null && lastAction != action)
            {
                lastAction.LoseControl(delta);
            }

            lastAction = action;
        }
Beispiel #7
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 /// <summary>
 /// Character is invulnerable?
 /// </summary>
 public bool IsInvulnerable()
 {
     // is death? leave him alone...
     return(health <= 0 || !invulnerability.Ready());
 }
Beispiel #8
0
        /// <summary>
        /// Managed update called by UpdateManager
        /// Transform Input into platformer magic :)
        /// </summary>
        public virtual void PlatformerUpdate(float delta)
        {
            // before anything try to find if there is a ladder below
            // it's neccesary for ActionLadder&ActionCrounch
            RaycastHit2D hit = pc2d.DoFeetRay(
                pc2d.skinWidth * 2,
                Configuration.instance.laddersMask
                );

            if (hit)
            {
                ladderBottom = hit.collider.gameObject.GetComponent <Ladder>();
                if (ladderBottom == null)
                {
                    Debug.LogWarning("Object with ladder mask but no Ladder Behaviour found", hit.collider.gameObject);
                }
            }
            else
            {
                ladderBottom = null;
            }

            //
            frozen -= delta;
            int             prio = 0;
            int             tmp;
            CharacterAction action = null;

            if (frozen < 0)
            {
                foreach (var i in actions)
                {
                    tmp = i.WantsToUpdate(delta);
                    if (tmp < 0)
                    {
                        i.PerformAction(Time.fixedDeltaTime);
                    }
                    else if (prio < tmp)
                    {
                        prio   = tmp;
                        action = i;
                    }
                }
            }

            // reset / defaults
            pc2d.disableWorldCollisions = false;
            PostUpdateActions a = PostUpdateActions.WORLD_COLLISIONS | PostUpdateActions.APPLY_GRAVITY;

            if (action != null)
            {
                if (lastAction != action)
                {
                    action.GainControl(delta);
                }

                action.PerformAction(Time.fixedDeltaTime);
                a = action.GetPostUpdateActions();
            }

            if (Utils.biton((int)a, (int)PostUpdateActions.APPLY_GRAVITY))
            {
                // TODO REVIEW x/y gravity...
                velocity.y += pc2d.gravity.y * delta;
            }

            if (!Utils.biton((int)a, (int)PostUpdateActions.WORLD_COLLISIONS))
            {
                pc2d.disableWorldCollisions = true;
            }

            if (Mathf.Abs(velocity.x) < minVelocity)
            {
                velocity.x = 0.0f;
            }

            if (Mathf.Abs(velocity.y) < minVelocity)
            {
                velocity.y = 0.0f;
            }

            if (onBeforeMove != null)
            {
                onBeforeMove(this, delta);
            }

            movedLastFrame = pc2d.Move((velocity + worldVelocity) * delta, delta);

            if (onAfterMove != null)
            {
                onAfterMove(this, delta);
            }


            // this is meant to fix jump and falling hit something unexpected
            if (pc2d.collisions.above || pc2d.collisions.below)
            {
                velocity.y = 0;
            }

            if (pc2d.collisions.below)
            {
                fallingCD.Reset();
                groundCD.Reset();
                EnterStateGraceful(States.OnGround);
            }
            else
            {
                groundCD.Increment();
                // give some margin
                if (groundCD.Ready())
                {
                    ExitStateGraceful(States.OnGround);
                }

                // falling but not wallsliding
                if (velocity.y < 0 &&
                    !IsOnState(States.WallSliding) &&
                    !IsOnState(States.Liquid) &&
                    !IsOnState(States.Rope))
                {
                    fallingCD.Increment();
                    if (fallingCD.Ready())
                    {
                        EnterStateGraceful(States.Falling);
                    }
                }
            }

            if (lastAction != null && lastAction != action)
            {
                lastAction.LoseControl(delta);
            }

            lastAction = action;
        }