Example #1
0
        protected virtual void HandleSize(float dt)
        {
            // Want to crouch ---------------------------------------------------------------------
            if (CharacterActor.IsGrounded && crouchParameters.enableCrouch)
            {
                if (crouchParameters.inputMode == InputMode.Toggle)
                {
                    if (CharacterActions.crouch.Started)
                    {
                        wantToCrouch = !wantToCrouch;
                    }
                }
                else
                {
                    wantToCrouch = CharacterActions.crouch.value;
                }
            }
            else
            {
                wantToCrouch = false;
            }

            // Process Size ----------------------------------------------------------------------------
            targetHeight = wantToCrouch ? CharacterActor.DefaultBodySize.y * crouchParameters.heightRatio : CharacterActor.DefaultBodySize.y;

            Vector3 targetSize = new Vector2(CharacterActor.DefaultBodySize.x, targetHeight);

            bool validSize = CharacterActor.SetBodySize(targetSize);

            if (validSize)
            {
                isCrouched = wantToCrouch;
            }
        }
Example #2
0
        public override void EnterBehaviour(float dt, CharacterState fromState)
        {
            CharacterActor.Velocity *= initialIntertia;
            CharacterActor.Forward   = -CharacterActor.WallContact.normal;

            if (modifySize)
            {
                initialSize = CharacterActor.BodySize;
                CharacterActor.SetBodySize(new Vector2(width, height));
            }
        }
Example #3
0
        public override void ExitBehaviour(float dt, CharacterState toState)
        {
            if (wallJump)
            {
                wallJump = false;

                CharacterActor.Velocity = jumpVerticalVelocity * CharacterActor.Up + jumpNormalVelocity * CharacterActor.WallContact.normal;
            }

            if (modifySize)
            {
                CharacterActor.SetBodySize(initialSize);
            }
        }
Example #4
0
        public override void EnterBehaviour(float dt, CharacterState fromState)
        {
            CharacterActor.AlwaysNotGrounded = true;
            CharacterActor.IsKinematic       = true;

            forceExit = false;

            for (int i = 0; i < forceAutoClimbUpStates.Length; i++)
            {
                CharacterState state = forceAutoClimbUpStates[i];
                if (fromState == state)
                {
                    forceAutoClimbUp = true;
                    break;
                }
            }

            CharacterActor.SetBodySize(CharacterActor.DefaultBodySize);

            CharacterActor.Forward = Vector3.ProjectOnPlane(-CharacterActor.WallContactNormal, CharacterActor.Up);


            CharacterActor.Velocity = Vector3.zero;


            Vector3 referencePosition = 0.5f * (leftHitInfo.point + rightHitInfo.point);

            Vector3 headToReference = referencePosition - CharacterActor.Top;

            Vector3 correction = Vector3.Project(headToReference, CharacterActor.Up) +
                                 verticalOffset * CharacterActor.Up +
                                 forwardOffset * CharacterActor.Forward;

            targetPosition = CharacterActor.Position + correction;

            CharacterActor.Position = targetPosition;
            CharacterStateController.UseRootMotion = true;
            state = LedgeHangingState.Idle;
        }