Example #1
0
        protected override void OnUpdate(float dt)
        {
            elapsed += dt;

            bool isFirstUpdate = elapsed - dt == 0;

            if (elapsed < aimLogicDuration && !isFirstUpdate)
            {
                aimPosition = mapCollider.ClampPositionToGround(target.Position()) + info.Config.offset;
                float diff = aimPosition.x - aimPivot.x;
                if (Mathf.Abs(diff) > info.Config.startupMaxDistance)
                {
                    aimPosition.x = aimPivot.x + info.Config.startupMaxDistance * Mathf.Sign(diff);
                }
#if UNITY_EDITOR
                if (gizmosAimPosition != null)
                {
                    gizmosAimPosition.SetPos(aimPosition);
                    textAimPosition.SetPos(aimPosition);
                }
#endif
            }

            if (info.Config.startupEnable)
            {
                ProcessStartupPhase(dt);
            }
            ProcessActivePhase(dt);
        }
Example #2
0
        private void ProcessAimPhase(float dt)
        {
            if (elapsed >= aimAt && !isAim)
            {
                isAim                = true;
                fabrik.enabled       = true;
                axisDirection        = ikJoint.rotation * ikJoint.GetComponent <RotationLimit>().axis.normalized;
                intersectionPosition = CalculateIntersectionPosition(ikJoint.position, axisDirection);
                aimPivot             = mapCollider.ClampPositionToGround(intersectionPosition);
                ikPosition           = intersectionPosition;
//				fabrik.GetIKSolver().IKPosition = ikPosition;

#if UNITY_EDITOR
                gizmosIkTarget = new SphereShape(0.1f, ikPosition, Color.red, aimDuration);
                textIkTarget   = new TextShape(ikPosition, Color.red, "IK target");
                gizmosAnimationIntersection        = new SphereShape(0.1f, intersectionPosition, Color.green, aimDuration);
                textAnimationIntersection          = new TextShape(intersectionPosition, Color.green, "Animation intersection");
                gizmosClampedAnimationIntersection = new SphereShape(0.1f, intersectionPosition, Color.red, aimDuration);
                textClampedAnimationIntersection   = new TextShape(intersectionPosition, Color.red, "Clamped anim intersection");
                gizmosAimLine     = new LineShape(ikJoint.position, Color.red, 1, Vector3.up);
                gizmosAimPosition = new SphereShape(0.1f, aimPosition, Color.red, aimDuration);
                textAimPosition   = new TextShape(aimPosition, Color.red, "Target");
                textPhase         = new TextShape(caster.Position(), Color.red, "Aiming");
                GizmosDrawer.Instance.AddRequest(new DrawRequest(gizmosIkTarget, aimDuration));
                GizmosDrawer.Instance.AddRequest(new DrawRequest(textIkTarget, aimDuration));
                GizmosDrawer.Instance.AddRequest(new DrawRequest(gizmosAnimationIntersection, aimDuration));
                GizmosDrawer.Instance.AddRequest(new DrawRequest(textAnimationIntersection, aimDuration));
                GizmosDrawer.Instance.AddRequest(new DrawRequest(gizmosClampedAnimationIntersection, aimDuration));
                GizmosDrawer.Instance.AddRequest(new DrawRequest(textClampedAnimationIntersection, aimDuration));
                GizmosDrawer.Instance.AddRequest(new DrawRequest(gizmosAimLine, aimDuration));
                GizmosDrawer.Instance.AddRequest(new DrawRequest(gizmosAimPosition, aimDuration));
                GizmosDrawer.Instance.AddRequest(new DrawRequest(textAimPosition, aimDuration));
                GizmosDrawer.Instance.AddRequest(new DrawRequest(textPhase, totalDuration));
#endif
            }

            if (isAim && aimElapsed < aimInterpolationDuration)
            {
                aimElapsed += dt;
                float progress = aimElapsed / aimInterpolationDuration;
                axisDirection = (ikJoint.position - ikJointParent.position).normalized;
//				DLog.Log("OnUpdate:axisDirection: " + axisDirection.ToPreciseString());
                intersectionPosition = CalculateIntersectionPosition(ikJointParent.position, axisDirection);
                aimPivot             = mapCollider.ClampPositionToGround(intersectionPosition);
                Vector3 aimPos = mapCollider.ClampPositionToGround(target.Position()) + info.Config.offset;
                if (info.Config.clampAngle)
                {
                    aimPos = intersectionPosition;
                }
//				Vector3 direction = (aimPos - ikJoint.position).normalized;
//				intersectionPosition = CalculateIntersectionPosition(ikJoint.position, direction);
                Vector3 clampedIntersection = intersectionPosition.CloneWithNewX(Mathf.Lerp(intersectionPosition.x, aimPos.x, progress));
                Vector3 diff = clampedIntersection - ikJointParent.position;
                ikPosition = ikJointParent.position + diff.normalized *
                             ((ikJoint.position - ikJointParent.position).magnitude + 1f);
                fabrik.GetIKSolver().IKPosition = ikPosition;

#if UNITY_EDITOR
                gizmosIkTarget.SetPos(ikPosition);
                textIkTarget.SetPos(ikPosition);
                gizmosAnimationIntersection.SetPos(intersectionPosition);
                textAnimationIntersection.SetPos(intersectionPosition);
                gizmosClampedAnimationIntersection.SetPos(clampedIntersection);
                textClampedAnimationIntersection.SetPos(clampedIntersection);
                gizmosAimLine.SetPos(ikJointParent.position);
                gizmosAimLine.Length    = diff.magnitude;
                gizmosAimLine.Direction = diff;
#endif
            }
        }