private Vector3 GetGravity(Entity entity, DefStJumpSettings setting) { if (setting.GravityGravityType == GravityType.Custom) { return(setting.Gravity); } if (setting.GravityGravityType == GravityType.Default) { return(m_CachedDefaultGravity); } if (EntityManager.HasComponent <StGravitySettings>(entity)) { var data = EntityManager.GetComponentData <StGravitySettings>(entity); return(data.FlagIsDefault == 1 ? m_CachedDefaultGravity : data.Value); } return(m_CachedDefaultGravity); }
private bool ProcessItem ( ref Entity entity, ref StVelocity velocity, ref DefStJumpSettings setting, ref DefStRunInput runInput, ref DefStJumpInput input, ref DefStWallJumpProcessData process, ref CharacterControllerState state, Transform transform ) { var action = input.State == InputState.Down && !MvUtils.OnGround(state, velocity) && Time.time > process.TimeBeforeNextWJ; if (!action) { return(false); } var originalVelocity = velocity.Value; var fwd = transform.forward; var pos = transform.position + new Vector3(0, 0.4f + 0.1f); // hardcoded value (stepoffset) var rot = transform.rotation; var rd = 0.3f + 0.075f; // (radius) var sw = 0.07f + 0.025f; // hardcoded value (skinwidth) var height = 2f - 0.4f; // harcoded value (height and stepOffset) var subheight = (height * 0.75f) - 0.005f; CPhysicSettings.Active.SetGlobalCollision(transform.gameObject, false); var direction = (Vector3)SrtComputeDirection(fwd, rot, runInput.Direction); var rayTrace = UtilityWallRayTrace.RayTrace(ref direction, ref pos, ref rd, ref sw, ref height, ref subheight, transform.GetComponent <Collider>()); Debug.DrawRay(rayTrace.point, rayTrace.normal, Color.red, 10); CPhysicSettings.Active.SetGlobalCollision(transform.gameObject, true); var success = rayTrace.normal != Vector3.zero && Mathf.Abs(rayTrace.normal.y) < 0.2f; if (success) { rayTrace.normal = rayTrace.normal.ToGrid(1).normalized; velocity.Value = RaycastUtilities.SlideVelocityNoYChange(velocity.Value, rayTrace.normal); velocity.Value.y = math.max(math.min(velocity.Value.y + 6.5f, 12f), 0); var previousVelocity = velocity.Value; var bounceDir = rayTrace.normal * 6f; var minSpeed = bounceDir.magnitude; velocity.Value += bounceDir; var flatVelocity = velocity.Value.ToGrid(1); var oldY = velocity.Value.y; velocity.Value = Vector3.ClampMagnitude(flatVelocity, Mathf.Max(previousVelocity.magnitude, minSpeed)); velocity.Value.y = oldY; process.TimeBeforeNextWJ = Time.time + DefaultCooldown; input.TimeBeforeResetState = -1f; input.State = InputState.None; BroadcastNewEntity(PostUpdateCommands, true); PostUpdateCommands.AddComponent(new DefStWallJumpEvent(Time.time, Time.frameCount, entity, originalVelocity, rayTrace.normal)); MvDelegateEvents.InvokeCharacterWalljump(entity); } return(success); }
public override void Create(Entity entity) { Debug.Assert(GameObject != null, "GameObject != null"); Debug.Assert(GameObjectEntity.Entity == entity, "GameObjectEntity.Entity == entity"); var characterController = GameObject.GetComponent <CharacterController>(); characterController.center = Vector3.up * 0.9f; characterController.radius = 0.4f; characterController.stepOffset = 0.4f; characterController.height = 2f * 0.9f; characterController.slopeLimit = 75; characterController.detectCollisions = false; AddDefaultComponents(entity); if (Player.IsCreated) { EntityManager.AddComponentData(entity, new CharacterPlayerOwner { Target = Player.WorldPointer }); } EntityManager.AddComponentData(entity, new CharacterControllerState(false, false, false, Vector3.up)); EntityManager.AddComponentData(entity, StormiumCharacterMvData.NewBase()); EntityManager.AddComponentData(entity, new StormiumCharacterMvProcessData()); ShareManager.SetShareOption(entity, typeof(CharacterPlayerOwner), ComponentShareOption.Automatic, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(CharacterControllerState), ComponentShareOption.Automatic, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(StormiumCharacterMvData), ComponentShareOption.Automatic, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(StormiumCharacterMvProcessData), ComponentShareOption.Automatic, DeliveryMethod.ReliableOrdered); /*// Add switcher * { * var actionEntity = EntityManager.CreateEntity * ( * typeof(StActionTag), * typeof(StActionOwner), * typeof(StActionSlot), * typeof(StActionDualSwitch) * ); * * var actionType = typeof(StActionDualSwitch); * * EntityManager.SetComponentData(actionEntity, new StActionTag(TypeManager.GetTypeIndex(actionType))); * EntityManager.SetComponentData(actionEntity, new StActionOwner(entity)); * EntityManager.SetComponentData(actionEntity, new StActionSlot(0)); * EntityManager.SetComponentData(actionEntity, new StActionDualSwitch(rocketEntity, rocketEntity)); * * EntityManager.GetBuffer<StActionContainer>(entity).Add(new StActionContainer(actionEntity)); * } * // Add grenade * { * var actionEntity = EntityManager.CreateEntity * ( * typeof(StActionTag), * typeof(StActionOwner), * typeof(StActionSlot), * typeof(StActionAmmo), * typeof(StActionAmmoCooldown), * typeof(StDefActionThrowGrenade) * ); * * var actionType = typeof(StDefActionThrowGrenade); * * EntityManager.SetComponentData(actionEntity, new StActionTag(TypeManager.GetTypeIndex(actionType))); * EntityManager.SetComponentData(actionEntity, new StActionOwner(entity)); * EntityManager.SetComponentData(actionEntity, new StActionSlot(1)); * EntityManager.SetComponentData(actionEntity, new StActionAmmo(0, 1, 0)); * EntityManager.SetComponentData(actionEntity, new StActionAmmoCooldown(-1, 8)); * EntityManager.SetComponentData(actionEntity, new StDefActionThrowGrenade(28f, 25, 2)); * * EntityManager.GetBuffer<StActionContainer>(entity).Add(new StActionContainer(actionEntity)); * }*/ // Add transforms component EntityManager.AddComponentData(entity, new Position()); EntityManager.AddComponentData(entity, new Rotation()); EntityManager.AddComponentData(entity, new StVelocity()); ShareManager.SetShareOption(entity, typeof(Position), ComponentShareOption.Manual, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(Rotation), ComponentShareOption.Manual, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(StVelocity), ComponentShareOption.Manual, DeliveryMethod.ReliableOrdered); // Add settings EntityManager.AddComponentData(entity, new EntityPhysicLayer(30)); EntityManager.AddComponentData(entity, new StStamina(4, 0.75f, 0)); EntityManager.AddComponentData(entity, DefStGroundRunSettings.NewBase()); EntityManager.AddComponentData(entity, DefStAerialRunSettings.NewBase()); EntityManager.AddComponentData(entity, DefStJumpSettings.NewBase()); EntityManager.AddComponentData(entity, DefStDodgeOnGroundSettings.NewBase()); EntityManager.AddComponentData(entity, new DefStJumpStaminaUsageData() { Usage = EStaminaUsage.RemoveStamina, RemoveBySpeedFactor01 = 0.01f, BaseRemove = 0.1f }); EntityManager.AddComponentData(entity, new DefStDodgeStaminaUsageData() { Usage = EStaminaUsage.BlockAction, Needed = 1f, BaseRemove = 1f }); ShareManager.SetShareOption(entity, typeof(EntityPhysicLayer), ComponentShareOption.Automatic, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(StStamina), ComponentShareOption.Automatic, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(DefStGroundRunSettings), ComponentShareOption.Automatic, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(DefStAerialRunSettings), ComponentShareOption.Automatic, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(DefStJumpSettings), ComponentShareOption.Automatic, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(DefStDodgeOnGroundSettings), ComponentShareOption.Automatic, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(DefStJumpStaminaUsageData), ComponentShareOption.Automatic, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(DefStDodgeStaminaUsageData), ComponentShareOption.Automatic, DeliveryMethod.ReliableOrdered); // Add simple client inputs EntityManager.AddComponentData(entity, new DefStRunClientInput()); EntityManager.AddComponentData(entity, new DefStJumpClientInput()); EntityManager.AddComponentData(entity, new DefStDodgeClientInput()); EntityManager.AddComponentData(entity, new DefStEntityAimClientInput()); ShareManager.SetShareOption(entity, typeof(DefStRunClientInput), ComponentShareOption.Manual, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(DefStJumpClientInput), ComponentShareOption.Manual, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(DefStDodgeClientInput), ComponentShareOption.Manual, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(DefStEntityAimClientInput), ComponentShareOption.Manual, DeliveryMethod.ReliableOrdered); // Add global inputs EntityManager.AddComponentData(entity, new DefStRunInput()); EntityManager.AddComponentData(entity, new DefStJumpInput()); EntityManager.AddComponentData(entity, new DefStDodgeInput()); EntityManager.AddComponentData(entity, new DefStEntityAimInput()); ShareManager.SetShareOption(entity, typeof(DefStRunInput), ComponentShareOption.Manual, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(DefStJumpInput), ComponentShareOption.Manual, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(DefStDodgeInput), ComponentShareOption.Manual, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(DefStEntityAimInput), ComponentShareOption.Manual, DeliveryMethod.ReliableOrdered); // Add processable data EntityManager.AddComponentData(entity, new DefStJumpProcessData()); EntityManager.AddComponentData(entity, new DefStDodgeOnGroundProcessData()); EntityManager.AddComponentData(entity, new DefStWallJumpProcessData()); EntityManager.AddComponentData(entity, new DefStWallDodgeProcessData()); ShareManager.SetShareOption(entity, typeof(DefStJumpProcessData), ComponentShareOption.Manual, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(DefStDodgeOnGroundProcessData), ComponentShareOption.Manual, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(DefStWallDodgeProcessData), ComponentShareOption.Manual, DeliveryMethod.ReliableOrdered); // Make the clients able to change the input data EntityManager.AddComponentData(entity, new ClientDriveData <DefStRunInput>(Player)); EntityManager.AddComponentData(entity, new ClientDriveData <DefStJumpInput>(Player)); EntityManager.AddComponentData(entity, new ClientDriveData <DefStDodgeInput>(Player)); EntityManager.AddComponentData(entity, new ClientDriveData <DefStEntityAimInput>(Player)); ShareManager.SetShareOption(entity, typeof(ClientDriveData <DefStRunInput>), ComponentShareOption.Automatic, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(ClientDriveData <DefStJumpInput>), ComponentShareOption.Automatic, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(ClientDriveData <DefStDodgeInput>), ComponentShareOption.Automatic, DeliveryMethod.ReliableOrdered); ShareManager.SetShareOption(entity, typeof(ClientDriveData <DefStEntityAimInput>), ComponentShareOption.Automatic, DeliveryMethod.ReliableOrdered); }
private bool ProcessItem ( ref Entity entity, ref StVelocity velocity, ref DefStJumpSettings setting, ref DefStRunInput runInput, ref DefStJumpInput input, ref DefStJumpProcessData process, ref CharacterControllerState state, Transform transform ) { if (MvUtils.OnGround(state, velocity)) { process.ComboCtx = 0; } if (input.ContinueJump == 0) { process.NeedToChain = 0; } var inputCanJump = input.State == InputState.Down || (input.ContinueJump == 1 && process.NeedToChain == 1); var doJump = inputCanJump && (process.ComboCtx < setting.MaxCombo && process.CooldownBeforeNextJump <= 0f) && (MvUtils.OnGround(state, velocity) || process.ComboCtx > 0); var airJump = doJump && !state.IsGrounded() && !state.IsSliding(); if (input.TimeBeforeResetState <= 0f) { input.State = InputState.None; } process.CooldownBeforeNextJump -= Time.deltaTime; input.TimeBeforeResetState -= Time.deltaTime; // We expect the developpers to check for staminas or things like that for this command. DiffuseCommand(m_CmdDoJump, m_CmdDoJumpResult, doJump, CmdState.Begin); doJump = GetCmdResult(m_CmdDoJumpResult); if (!doJump) { return(false); } var direction = SrtComputeDirection(transform.forward, transform.rotation, runInput.Direction); var strafeAngle = SrtGetStrafeAngleNormalized(direction, velocity.Value); if (math.all(runInput.Direction == float2.zero)) { strafeAngle *= 0.5f; } if (input.State == InputState.Down) { process.NeedToChain = 1; } velocity.Value.y = math.max(velocity.Value.y, 0); if (!airJump) { var motor = transform.GetComponent <CharacterControllerMotor>(); velocity.Value += Vector3.up * (setting.JumpPower * (input.State != InputState.Down ? 0.75f : 1f)); //if (motor.Momentum.y > 0) velocity.Value += Vector3.up * (motor.Momentum.normalized.y * 6f); } else { velocity.Value = Vector3.up * setting.JumpPower; } if (airJump) { velocity.Value = math.lerp(velocity.Value, SrtAirDash(velocity.Value, direction), 1f); } else if (input.State != InputState.Down) { velocity.Value += (Vector3)(direction * (strafeAngle * 5f)); var oldY = velocity.Value.y; var currSpeed = velocity.Value.ToGrid(1).magnitude; var newSpeed = math.min(currSpeed + strafeAngle * 2f, math.max(currSpeed, 18f)); velocity.Value = velocity.Value.ToGrid(1).normalized *newSpeed; velocity.Value.y = oldY; } else { var oldY = velocity.Value.y; //velocity.Value = velocity.Value.ToGrid(1).normalized * (velocity.Value.ToGrid(1).magnitude - 2.5f); velocity.Value.y = oldY; } input.TimeBeforeResetState = -1f; input.State = InputState.Pressed; process.ComboCtx++; process.CooldownBeforeNextJump = 0.1f; // We except developpers to just clean the pre-command phase, and not applying things like reducing stamina... DiffuseCommand(m_CmdDoJump, m_CmdDoJumpResult, true, CmdState.End); // Send event to clients BroadcastNewEntity(PostUpdateCommands, true); PostUpdateCommands.AddComponent(new DefStJumpEvent(Time.time, Time.frameCount, entity)); MvDelegateEvents.InvokeCharacterJump(entity); return(true); }