public GravityForceState(CharacterMotorState motorState)
 {
     force.direction       = MotionDirection.Down;
     this.curvedForceState = new CurvedMotionForceState(force);
     this.curvedForceState.requestedState = MotionPlaybackState.Playing;
     this.motorState = motorState;
 }
 public PlatformerCharacterState()
 {
     this.motorState     = new CharacterMotorState("platformer-character");
     this.gravityState   = new GravityForceState(motorState);
     this.jumpState      = new CurvedMotionForceState(jumpForce);
     jumpForce.direction = MotionDirection.Up;
     motorState.forces.AddFirst(jumpForce);
     motorState.forces.AddFirst(walkForce);
     motorState.forces.AddFirst(gravityState.force);
 }
    private static Vector2 getForcesDirection(CharacterMotorState state)
    {
        var node      = state.forces.First;
        var direction = Vector2.zero;

        while (node != null)
        {
            direction = direction + (MotionUtil.ToVector(node.Value.direction) * node.Value.factor);
            node      = node.Next;
        }
        return(direction);
    }
    public static void Update(Transform toMove, CharacterMotorState state, CharacterMotorConfig config)
    {
        if (!state.isEnabled)
        {
            return;
        }
        Vector3 dir = getForcesDirection(state);

        dir = dir * Time.deltaTime;
        state.wasBlocked[MotionDirection.Up]    = state.blocked[MotionDirection.Up];
        state.wasBlocked[MotionDirection.Down]  = state.blocked[MotionDirection.Down];
        state.wasBlocked[MotionDirection.Left]  = state.blocked[MotionDirection.Left];
        state.wasBlocked[MotionDirection.Right] = state.blocked[MotionDirection.Right];
        foreach (MotionDirection side in SIDES)
        {
            state.blocked[side] = false;
            Vector3 sideDir            = MotionUtil.ToVector(side);
            var     isMovingInSideXDir = Math.Sign(dir.x) == Math.Sign(sideDir.x);
            var     isMovingInSideYDir = Math.Sign(dir.y) == Math.Sign(sideDir.y);
            if (!isMovingInSideXDir && !isMovingInSideYDir)
            {
                continue;
            }
            for (int i = 0; i < config.sideCheckCount; i++)
            {
                GetCheckRay(side, config, toMove, RAY_BUFFER, i, dir.magnitude);
                Vector3 direction = (RAY_BUFFER[1] - RAY_BUFFER[0]);
                float   distance  = GetBlockDistance(RAY_BUFFER[0], direction, config.layer);
                if (distance < float.MaxValue)
                {
                    float canMove = Mathf.Max(0, distance - .01f);
                    state.blocked[side] = true;
                    dir.x = isMovingInSideXDir ? Mathf.Sign(dir.x) * Mathf.Min(canMove, Mathf.Abs(dir.x)) : dir.x;
                    dir.y = isMovingInSideYDir ? Mathf.Sign(dir.y) * Mathf.Min(canMove, Mathf.Abs(dir.y)) : dir.y;
                    break;
                }
            }
        }
        state.lastMotion = dir;
        toMove.position  = toMove.position + dir;
    }