Esempio n. 1
0
        /// <summary>
        /// Tests if this motion should be started. However, the motion
        /// isn't actually started.
        /// </summary>
        /// <returns></returns>
        public override bool TestActivate()
        {
            // If we're not startable, this is easy
            if (!mIsStartable)
            {
                return(false);
            }

            // If we're not grounded, this is easy
            if (!mActorController.IsGrounded)
            {
                return(false);
            }

            // Ensure we have input to test
            if (mMotionController._InputSource == null)
            {
                return(false);
            }

            // If we're not wanting to jump, this is easy
            if (!mMotionController._InputSource.IsJustPressed(_ActionAlias))
            {
                return(false);
            }

            // Ensure we're in a valid starting motion
            if (mMotionLayer.ActiveMotion != null)
            {
                IWalkRunMotion lWalkRunMotion = mMotionLayer.ActiveMotion as IWalkRunMotion;
                if (!(mMotionLayer.ActiveMotion is BalanceWalk) && (lWalkRunMotion == null || !lWalkRunMotion.IsRunActive))
                {
                    return(false);
                }

                // Test if we're actually running
                mWalkRunMotion = lWalkRunMotion;
            }

            // We need to be running "forward" for this jump
            if (mMotionController.State.InputForward.magnitude < 0.5f || Mathf.Abs(mMotionController.State.InputFromAvatarAngle) > 10f)
            {
                return(false);
            }

            // The motion may not be active, but the animator may not have moved
            // out of the IdlePose yet. Wait for it to transition out before we allow
            // another jump.
            int lStateID = mMotionController.State.AnimatorStates[mMotionLayer.AnimatorLayerIndex].StateInfo.fullPathHash;

            if (lStateID == STATE_IdlePose)
            {
                return(false);
            }

            // We're good to move
            return(true);
        }
Esempio n. 2
0
 /// <summary>
 /// Initialize is called after all the motions have been initialized. This allow us time to
 /// create references before the motions start working
 /// </summary>
 public override void Initialize()
 {
     if (mMotionController != null)
     {
         if (mWalkRunMotion == null)
         {
             mWalkRunMotion = mMotionController.GetMotionInterface <IWalkRunMotion>();
         }
         //if (mWalkRunPivot == null) { mWalkRunPivot = mMotionController.GetMotion<WalkRunPivot>(); }
         //if (mWalkRunPivot_v2 == null) { mWalkRunPivot_v2 = mMotionController.GetMotion<WalkRunPivot_v2>(); }
         //if (mWalkRunStrafe == null) { mWalkRunStrafe = mMotionController.GetMotion<WalkRunStrafe>(); }
         //if (mWalkRunStrafe_v2 == null) { mWalkRunStrafe_v2 = mMotionController.GetMotion<WalkRunStrafe_v2>(); }
         //if (mWalkRunRotate == null) { mWalkRunRotate = mMotionController.GetMotion<WalkRunRotate>(); }
         //if (mWalkRunRotate_v2 == null) { mWalkRunRotate_v2 = mMotionController.GetMotion<WalkRunRotate_v2>(); }
     }
 }
Esempio n. 3
0
        void IsRun()
        {
            GameObject go = Fsm.GetOwnerDefaultTarget(gameObject);

            if (go == null)
            {
                return;
            }

            mMotionController = go.GetComponent <MotionController>();

            IWalkRunMotion lMotion = mMotionController.ActiveMotion as IWalkRunMotion;

            if (mMotionController != null && lMotion != null)
            {
                store.Value = lMotion.IsRunActive;
                Fsm.Event(lMotion.IsRunActive ? trueEvent : falseEvent);
            }
        }