Esempio n. 1
0
    void FixedUpdate()
    {
        if (m_controlled)
        {
            // always stay on anchor every frame
            MatchGrabAnchor();

            // check if currently exiting
            if (m_isClimbUpExit)
            {
                // wait for end of character animation
                float fClimbUpExitAnimTime = m_controlled.GetAnim().GetCurrentAnimatorStateInfo(0).normalizedTime;

                // raise exit power if needed
                if (m_exitClimbUp.m_maxExitPower > 0f && fClimbUpExitAnimTime >= m_exitClimbUp.m_maxExitPowerAnimTime)
                {
                    float fClampedInput = GetClampedInput();
                    m_curExitPower += Time.deltaTime * Time.deltaTime * m_exitClimbUp.m_maxExitPower * fClampedInput;
                }

                if (fClimbUpExitAnimTime >= 1f)
                {
                    // leave control
                    m_isClimbUpExit = false;
                    ReleaseControl(ExitType.ClimbExit);
                }

                return;
            }

            // do not exit too quickly (wait end of animation in all case)
            float fAnimTime = m_controlled.GetAnim().GetCurrentAnimatorStateInfo(0).normalizedTime;
            if ((Time.time - m_grabTime < m_minGrabTime) || fAnimTime < 1f)
            {
                return;
            }

            // snap to in air handle if grabbing from top and animation is ended (and stop physic animation)

            /*if (m_bIsGrabbingFromTop && m_controlled.GetAnim().GetCurrentAnimatorStateInfo(0).normalizedTime >= 1f)
             * {
             *  m_bPhysicAnim = false;
             *  m_bIsGrabbingFromTop = false;
             *  m_curGrabHandle = transform.TransformPoint(m_grabInAir.m_handle);
             * }*/

            // check input for leaving this state is pushed or script is disabled
            float xValue = m_controlled.m_inputs.m_axisX.GetValue();
            float yValue = m_controlled.m_inputs.m_axisY.GetValue();

            if (!enabled ||
                (m_controlled.IsFacingRight() && xValue < -m_inputExitBack) ||
                (m_controlled.IsFacingRight() && xValue > m_inputExitFront) ||
                (!m_controlled.IsFacingRight() && xValue > m_inputExitBack) ||
                (!m_controlled.IsFacingRight() && xValue < -m_inputExitFront) ||
                (yValue < -m_inputExitDown))
            {
                ReleaseControl(ExitType.Inputs);
            }
            // jump exit
            else if (m_jumpExit && m_controlled.m_jump.m_button.GetButtonDown())
            {
                ReleaseControl(ExitType.Jump);
            }
            else
            {
                // handle climb up exit
                if (m_exitClimbUp.m_enabled && m_exitClimbUp.m_button.IsSpecified() && m_exitClimbUp.m_button.GetButton())
                {
                    m_isClimbUpExit = true;

                    // launch player physic exit animation
                    InitPhysAnimation(transform.TransformPoint(m_grabInAir.m_handle));
                    m_controlled.PlayAnim(m_exitClimbUp.m_anim);
                }
            }
        }
    }