Exemple #1
0
 //The character has been moved, either via script or via editor. Adjust position to make up for this
 void CheckForUpdatedPosition()
 {
     if (transform.position != m_CapsuleTransform.GetPosition())
     {
         m_CapsuleTransform.SetPosition(transform.position);
     }
 }
 public bool CanApplyEntireMovement(CapsuleTransform a_Transform)
 {
     if (a_Transform.GetPosition() != m_Position)
     {
         if (!a_Transform.CanMove(m_Position - a_Transform.GetPosition(), true))
         {
             return(false);
         }
     }
     if (a_Transform.GetUpDirection() != m_UpDirection)
     {
         if (!a_Transform.CanRotate(m_UpDirection, m_RotateMethod))
         {
             return(false);
         }
     }
     if (a_Transform.GetLength() != m_Length)
     {
         if (!a_Transform.CanBeResized(m_Length, m_ResizeMethod))
         {
             return(false);
         }
     }
     return(true);
 }
Exemple #3
0
 //Query whether this module can be active, given the current state of the character controller (velocity, isGrounded etc.)
 //Called every frame when inactive (to see if it could be) and when active (to see if it should not be)
 public override bool IsApplicable()
 {
     if (m_ControlledCollider.IsGrounded() || (DoesInputExist("Crouch") && GetButtonInput("Crouch").m_IsPressed) || GetDirInput("Move").m_Direction == DirectionInput.Direction.Down || m_CharacterController.DidJustJump())
     {
         return(false);
     }
     //Prevent overriding walljumps
     if (GetDirInput("Move").IsInThisDirection(m_ControlledCollider.GetEdgeCastInfo().GetWallNormal()))
     {
         return(false);
     }
     if ((m_CharacterController.GetJumpIsCached()) && m_ControlledCollider.IsTouchingEdge())
     {
         //Move up to avoid transitioning into a wallrun.
         //Also used to prevent small distance jumps.
         CEdgeCastInfo    edgeInfo = m_ControlledCollider.GetEdgeCastInfo();
         CapsuleTransform copy     = m_ControlledCollider.GetCapsuleTransformCopy();
         Vector3          headStartDisplacement = edgeInfo.GetEdgeNormal() * (m_ControlledCollider.GetRadius() + 0.1f) + edgeInfo.GetWallNormal() * 0.015f;
         if (!copy.CanMove(headStartDisplacement, true))
         {
             return(false);
         }
         copy.Move(headStartDisplacement);
         m_ProposedNewPosition = copy.GetPosition();
         return(true);
     }
     return(false);
 }
 public void ApplyEntireMovement(CapsuleTransform a_Transform)
 {
     if (a_Transform.GetPosition() != m_Position)
     {
         a_Transform.SetPosition(m_Position);
     }
     if (a_Transform.GetUpDirection() != m_UpDirection)
     {
         a_Transform.Rotate(m_UpDirection, m_RotateMethod);
     }
     if (a_Transform.GetLength() != m_Length)
     {
         a_Transform.SetLength(m_Length, m_ResizeMethod);
     }
 }
    protected override void GeneratePath()
    {
        CEdgeCastInfo info = m_ControlledCollider.GetEdgeCastInfo();

        m_Path.Clear();
        CapsuleTransform copy = m_ControlledCollider.GetCapsuleTransformCopy();

        //First node is in edgehang alignment, moving away from the edge mildly
        CapsuleMovementPathNode newNode = m_Path.CreateFirstNode(copy);
        Vector3 upCenter = info.GetProposedHeadPoint();

        upCenter += m_ControlledCollider.GetEdgeCastInfo().GetWallNormal() * 0.03f;
        copy.SetUpCenter(upCenter);
        copy.Rotate(info.GetUpDirection(), RotateMethod.FromTop);
        newNode = m_Path.DuplicateAndAddLastNode();
        newNode.CopyFromTransform(copy);

        //Second node moves up along local up, until the bottom can slide over the edge
        newNode            = m_Path.DuplicateAndAddLastNode();
        newNode.m_Duration = m_MoveUpTime;
        float contactDot  = Vector3.Dot(info.GetEdgeNormal(), info.GetEdgePoint());
        float bottomDot   = Vector3.Dot(info.GetEdgeNormal(), copy.GetDownCenter()) - m_ControlledCollider.GetRadius() - m_MoveUpMargin;
        float normalDot   = Vector3.Dot(info.GetEdgeNormal(), copy.GetUpDirection());
        float rawDistance = contactDot - bottomDot;
        float distance    = rawDistance / normalDot;

        newNode.m_Position += copy.GetUpDirection() * distance;
        newNode.ApplyEntireMovement(copy);
        //Third node snaps the capsule to the "upright" position for the ground it's going to stand on
        newNode                = m_Path.DuplicateAndAddLastNode();
        newNode.m_Duration     = 0.0f;
        newNode.m_UpDirection  = (m_CharacterController.GetAlignsToGround()) ? info.GetEdgeNormal() : Vector3.up;
        newNode.m_RotateMethod = RotateMethod.FromBottom;
        newNode.ApplyEntireMovement(copy);
        newNode.m_Position = copy.GetPosition();
        //Final node moves the capsule over the ground
        newNode            = m_Path.DuplicateAndAddLastNode();
        newNode.m_Duration = m_MoveSideTime;
        Vector3 direction = CState.GetDirectionAlongNormal(-info.GetWallNormal(), info.GetEdgeNormal());

        newNode.m_Position += direction * m_MoveSideDistance;
        newNode.ApplyEntireMovement(copy);
    }
 public void CopyFromTransform(CapsuleTransform a_Transform)
 {
     m_Position    = a_Transform.GetPosition();
     m_UpDirection = a_Transform.GetUpDirection();
     m_Length      = a_Transform.GetLength();
 }