Ejemplo n.º 1
0
    private void HandleRootMotion(Vector3 DeltaVector)
    {
        if (GameStateMachine.Instance.isPaused() || Time.deltaTime == 0f) //there is a bug that sets Time.deltaTime infinity to, this fixes it
        {
            return;
        }


        Vector3 _velocity = Vector3.zero;

        ////Calculate the final velocity for this frame;
        //[...]
        float angleDifference = Vector3.Angle(DeltaVector, DesiredCharacterVectorForward.normalized);
        var   multiplier      = 1f;

        if (_characterMover.IsGrounded() && UseMovementAngleDifference)
        {
            multiplier = _MovementVectorBlend.Evaluate((180f - angleDifference) / 180f);
        }

        //Apply friction and gravity to 'momentum';
        HandleMomentum();

        //If local momentum is used, transform momentum into world space first;
        Vector3 _worldMomentum = momentum;

        if (useLocalMomentum)
        {
            _worldMomentum = _characterGameObject.transform.localToWorldMatrix * momentum;
        }

        //Add current momentum to velocity;
        _velocity += _worldMomentum;

        ////If the character is grounded, extend ground detection sensor range;
        _characterMover.SetExtendSensorRange(IsGrounded());

        ////Set mover velocity;
        Vector3 Movement;

        if (_state == LocomotionState.Sliding)
        {
            Movement = Vector3.zero;
        }
        else
        {
            Movement = (DeltaVector / Time.deltaTime);
        }

        Movement += _velocity;

        _characterMover.SetVelocity(Movement);
        _previousVelocity = Movement;
        OnDesiredMoveChange?.Invoke(DeltaVector);

        //Store velocity for next frame;
        savedVelocity         = _velocity;
        savedMovementVelocity = _velocity - _worldMomentum;
    }