public GravityForceState(CharacterMotorState motorState) { force.direction = MotionDirection.Down; this.curvedForceState = new CurvedMotionForceState(force); this.curvedForceState.requestedState = MotionPlaybackState.Playing; this.motorState = motorState; }
public PlatformerCharacterState() { this.motorState = new CharacterMotorState("platformer-character"); this.gravityState = new GravityForceState(motorState); this.jumpState = new CurvedMotionForceState(jumpForce); jumpForce.direction = MotionDirection.Up; motorState.forces.AddFirst(jumpForce); motorState.forces.AddFirst(walkForce); motorState.forces.AddFirst(gravityState.force); }
private static Vector2 getForcesDirection(CharacterMotorState state) { var node = state.forces.First; var direction = Vector2.zero; while (node != null) { direction = direction + (MotionUtil.ToVector(node.Value.direction) * node.Value.factor); node = node.Next; } return(direction); }
public static void Update(Transform toMove, CharacterMotorState state, CharacterMotorConfig config) { if (!state.isEnabled) { return; } Vector3 dir = getForcesDirection(state); dir = dir * Time.deltaTime; state.wasBlocked[MotionDirection.Up] = state.blocked[MotionDirection.Up]; state.wasBlocked[MotionDirection.Down] = state.blocked[MotionDirection.Down]; state.wasBlocked[MotionDirection.Left] = state.blocked[MotionDirection.Left]; state.wasBlocked[MotionDirection.Right] = state.blocked[MotionDirection.Right]; foreach (MotionDirection side in SIDES) { state.blocked[side] = false; Vector3 sideDir = MotionUtil.ToVector(side); var isMovingInSideXDir = Math.Sign(dir.x) == Math.Sign(sideDir.x); var isMovingInSideYDir = Math.Sign(dir.y) == Math.Sign(sideDir.y); if (!isMovingInSideXDir && !isMovingInSideYDir) { continue; } for (int i = 0; i < config.sideCheckCount; i++) { GetCheckRay(side, config, toMove, RAY_BUFFER, i, dir.magnitude); Vector3 direction = (RAY_BUFFER[1] - RAY_BUFFER[0]); float distance = GetBlockDistance(RAY_BUFFER[0], direction, config.layer); if (distance < float.MaxValue) { float canMove = Mathf.Max(0, distance - .01f); state.blocked[side] = true; dir.x = isMovingInSideXDir ? Mathf.Sign(dir.x) * Mathf.Min(canMove, Mathf.Abs(dir.x)) : dir.x; dir.y = isMovingInSideYDir ? Mathf.Sign(dir.y) * Mathf.Min(canMove, Mathf.Abs(dir.y)) : dir.y; break; } } } state.lastMotion = dir; toMove.position = toMove.position + dir; }