Ejemplo n.º 1
0
    /// <summary>
    /// Execute action
    /// </summary>
    public override CharacterActionResult Execute(float deltaTime)
    {
        CharacterActionResult result = new CharacterActionResult();

        result.velocity = Controller2D.BaseVelocity;

        // Handle jumping
        _jumpedThisFrame = false;

        if (_jumpRequested)
        {
            if (AllowDoubleJump)
            {
                // See if we actually are allowed to jump
                if ((!_doubleJumpConsumed && !_canWallJump && !_foundWall && ((AllowJumpingWhenSliding ? (!Controller2D.GroundingStatus.FoundAnyGround) : !Controller2D.GroundingStatus.IsStableOnGround))))
                {
                    // Calculate jump direction before ungrounding
                    Vector3 jumpDirection = Controller2D.CharacterUp;
                    if (Controller2D.GroundingStatus.FoundAnyGround && !Controller2D.GroundingStatus.IsStableOnGround)
                    {
                        //jumpDirection = Controller2D.GroundingStatus.GroundNormal;
                    }

                    // Makes the character skip ground probing/snapping on its next update.
                    // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see.
                    Controller2D.ForceUnground();

                    // Add to the return velocity and reset jump state
                    Vector2 jum = (jumpDirection * JumpSpeed) - Vector3.Project(result.velocity, Controller2D.CharacterUp);
                    result.velocity     = result.velocity + jum;
                    _jumpRequested      = false;
                    _doubleJumpConsumed = true;
                    _jumpedThisFrame    = true;
                }
            }


            // See if we actually are allowed to jump
            if (_canWallJump ||
                (((AllowJumpingWhenSliding ? Controller2D.GroundingStatus.FoundAnyGround : Controller2D.GroundingStatus.IsStableOnGround))))
            {
                // Calculate jump direction before ungrounding
                Vector3 jumpDirection = Controller2D.CharacterUp;
                Vector3 up            = Controller2D.CharacterUp;

                if (_canWallJump)
                {
                    jumpDirection = Vector3.ProjectOnPlane(_wallJumpNormal, Controller2D.CharacterUp) + up;
                }
                else if (Controller2D.GroundingStatus.FoundAnyGround && !Controller2D.GroundingStatus.IsStableOnGround)
                {
                    //jumpDirection = Controller2D.GroundingStatus.GroundNormal;
                }

                // Makes the character skip ground probing/snapping on its next update.
                // If this line weren't here, the character would remain snapped to the ground when trying to jump. Try commenting this line out and see.
                Controller2D.ForceUnground();

                // Add to the return velocity and reset jump state
                Vector2 jum = (jumpDirection * JumpSpeed) - Vector3.Project(result.velocity, Controller2D.CharacterUp);
                //Vector2 vel = (_wallJumpNormal * 4);
                result.velocity += jum;
                _jumpRequested   = false;
                _jumpedThisFrame = true;
            }
        }


        if (AllowWallJump)
        {
            _canWallJump = _foundWall;
        }
        else
        {
            _canWallJump = false;
        }

        return(result);
    }