Exemple #1
0
    public bool ActionWasReleased(ushort field, UserCmd lastCmd = null)
    {
        if (lastCmd != null)
        {
            return(lastCmd.ActionIsPressed(field) && !this.ActionIsPressed(field));
        }

        return(false);
    }
Exemple #2
0
    public PlayerState StateUpdate(UserCmd cmd, PlayerState predictedState, float dt)
    {
        PlayerState newState         = new PlayerState(Vector3.zero, Vector3.zero);
        Vector3     startingOrigin   = predictedState.Origin;
        Vector3     startingVelocity = predictedState.Velocity;

        if (m_OverrideVelocity == true)
        {
            m_OverrideVelocity = false;
            startingVelocity   = m_CurrentVelocity;
        }

        bool moveLeft  = cmd.ActionIsPressed(PlayerInputSynchronization.IN_LEFT),
             moveRight = cmd.ActionIsPressed(PlayerInputSynchronization.IN_RIGHT);

        bool accel  = cmd.ActionIsPressed(PlayerInputSynchronization.IN_ACCELERATE),
             deccel = cmd.ActionIsPressed(PlayerInputSynchronization.IN_DECCELERATE);

        Vector3 startingPosition = predictedState.Origin;

        if (moveLeft ^ moveRight)
        {
            m_CurrentAcceleration.x = ((moveLeft) ? -1 : 1) * m_BaseAcceleration;
            var moveDirection = Mathf.Sign(m_CurrentAcceleration.x);
            if (moveDirection != m_LastMoveDirection && (m_LastMoveDirection < 0f || m_LastMoveDirection > 0f))
            {
                m_CurrentAcceleration.x *= 1.5f;
            }
            m_LastMoveDirection = Mathf.Sign(m_CurrentAcceleration.x);
        }
        else
        {
            m_CurrentAcceleration.x = 0;
        }
        if (m_CurrentAcceleration.x == 0)
        {
            startingVelocity = ApplyFriction(dt, startingVelocity);
        }

        if (m_ControlThresholdHit)
        {
            if (accel ^ deccel)
            {
                if (accel)
                {
                    m_AcceleratorAcceleration = Mathf.Clamp(m_AcceleratorAcceleration + (3 * dt), 0f, m_AcceleratorMaxAcceleration);
                    m_CurrentAcceleration.y   = m_AcceleratorAcceleration;
                }
                else
                {
                    m_AcceleratorAcceleration = Mathf.Clamp(m_AcceleratorAcceleration - (3 * dt), 0f, m_AcceleratorMaxAcceleration);
                }
                if (deccel)
                {
                    m_AcceleratorAcceleration = 0f;
                    if (m_CurrentVelocity.y > m_MinimumVerticalVelocity)
                    {
                        m_CurrentAcceleration.y = -m_BrakingDecceleration;
                    }
                }
            }
        }
        else
        {
            if (startingVelocity.y > m_MinimumVerticalVelocity)
            {
                m_ControlThresholdHit = true;
            }
        }
        if (!m_RaceBegun)
        {
            m_CurrentAcceleration = Vector3.zero;
        }

        newState.Velocity   = startingVelocity + m_CurrentAcceleration * dt;
        newState.Velocity.x = Mathf.Clamp(newState.Velocity.x, -m_MaxHorizontalVelocity, m_MaxHorizontalVelocity);
        newState.Velocity.y = Mathf.Clamp(newState.Velocity.y, (m_ControlThresholdHit) ? m_MinimumVerticalVelocity : 0f, m_MaxVerticalVelocity);
        newState.Origin     = startingOrigin + newState.Velocity * dt;

        if (isServer)
        {
            //Is there a collider where we're trying to move
            var overlappingColliders = Physics2D.OverlapBoxAll(
                new Vector2(newState.Origin.x, newState.Origin.y),
                m_BoxCollider.size, m_CollisionLayer
                );
            foreach (var collider in overlappingColliders)
            {
                if (collider.gameObject != this.gameObject)
                {
                    var colliderOrigin       = new Vector2(startingOrigin.x, startingOrigin.y);
                    var colliderDisplacement = (new Vector2(newState.Origin.x, newState.Origin.y) - colliderOrigin);
                    var colliderHit          = Physics2D.Raycast(
                        colliderOrigin,
                        colliderDisplacement.normalized,
                        colliderDisplacement.magnitude,
                        m_CollisionLayer
                        );
                    if (collider.tag == "Ship")
                    {
                        //Do our bounce
                        var     otherShip = collider.GetComponent <ShipController>();
                        Vector3 p1        = startingPosition;
                        Vector3 p2        = otherShip.Position;
                        Vector3 v1        = startingVelocity;
                        Vector3 v2        = otherShip.Velocity;

                        Vector3 collisionVelocity1 = v1 - (Vector3.Dot(v1 - v2, p1 - p2) / ((p1 - p2).magnitude * (p1 - p2).magnitude)) * (p1 - p2);
                        Vector3 collisionVelocity2 = v2 - (Vector3.Dot(v2 - v1, p2 - p1) / ((p2 - p1).magnitude * (p2 - p1).magnitude)) * (p2 - p1);

                        collisionVelocity1.y = v1.y;
                        collisionVelocity2.y = v2.y;
                        otherShip.OverrideNextVelocity(collisionVelocity2);

                        newState          = predictedState;
                        newState.Velocity = collisionVelocity1;
                    }
                    if (!m_CollisionImmunity && (collider.tag == "Obstacle") || (collider.tag == "Enemy"))
                    {
                        audiosource.PlayOneShot(sound_hit, 0.7f);
                        TakeDamage(1);
                        newState             = predictedState;
                        newState.Velocity.y *= 0.3f; //Slow down
                        StartCoroutine(CollisionImmunity());
                    }
                    if (!m_CollisionImmunity && collider.tag == "Speed")
                    {
                        audiosource.PlayOneShot(sound_boost, 0.7f);
                        newState             = predictedState;
                        newState.Velocity.y *= 2f; //Speed up
                        StartCoroutine(DecaySpeedBoost(m_MaxVerticalVelocity, 0.5f));
                        m_MaxVerticalVelocity = m_MaxVerticalBoostVelocity;
                        StartCoroutine(CollisionImmunity());
                    }
                    if (collider.tag == "Border")
                    {
                        newState                = predictedState;
                        newState.Velocity.x     = 0f;
                        m_CurrentAcceleration.x = 0;
                    }
                    if (collider.tag == "FinishLine")
                    {
                        RaceManager.Instance.FinishRace();
                    }
                }
            }
        }

        newState.Velocity.x = Mathf.Clamp(newState.Velocity.x, -m_MaxHorizontalVelocity, m_MaxHorizontalVelocity);
        newState.Velocity.y = Mathf.Clamp(newState.Velocity.y, (m_ControlThresholdHit) ? m_MinimumVerticalVelocity : 0f, m_MaxVerticalVelocity);
        m_CurrentVelocity   = newState.Velocity;
        m_CurrentPosition   = newState.Origin;
        return(newState);
    }