Esempio n. 1
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        public void Update(GenericMotionConfig config, Rigidbody body)
        {
            UpdateCurrentState(config, body);

            // Flat land control
            var current = Velocity - Vector3.Project(Velocity, config.Up(body));
            var target  = Direction.AsVector(body, config) * config.MaxSpeed * SpeedMultiplier * Direction.Magnitude();
            var fallingAccelerationMultiplier = Falling ? 0.0f : 1.0f;
            var delta = (target - current).normalized * config.Acceleration * fallingAccelerationMultiplier * Time.deltaTime;

            Velocity += delta;

            // Convery velocity into force to apply.
            current = body.velocity - Vector3.Project(body.velocity, config.Up(body));
            target  = Velocity - current;
            Force   = target.magnitude * target.magnitude * target.normalized * body.mass;

            // Jumping
            DetectGround(config, body);
            if (Jumping)
            {
                if (Grounded && !Falling)
                {
                    if (_elapsedSinceLastJump > config.MinJumpInterval)
                    {
                        Impulse = config.Up(body) * Direction.Jump * config.JumpSpeed * body.mass;
                        Jumping = false;
                        _elapsedSinceLastJump = 0f;
                    }
                }
            }
            _elapsedSinceLastJump += Time.deltaTime;

            HaltMinimumVelocities();
        }
Esempio n. 2
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        private void DetectGround(GenericMotionConfig config, Rigidbody body)
        {
            if (!config.EnableGroundDetection)
            {
                return;
            }
            var root = config.GroundDetectionPoint != null ? config.GroundDetectionPoint : body.gameObject;
            var hits = Physics.RaycastAll(root.transform.position, -config.Up(body), config.GroundDetectionDistance,
                                          config.GroundCollisionMask);

            Grounded = hits.Any(i => i.collider.gameObject != body.gameObject);
        }
Esempio n. 3
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 private void UpdateCurrentState(GenericMotionConfig config, Rigidbody body)
 {
     if (Grounded)
     {
         Falling = false;
     }
     else
     {
         Falling = body.velocity.y < config.JumpFallingThreshold;
     }
     if (Falling)
     {
         Jumping = false;
     }
 }
Esempio n. 4
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        public Vector3 AsVector(object body, GenericMotionConfig config)
        {
            var rb = body as Rigidbody;

            if (rb != null)
            {
                return((config.Forward(rb) * Vertical + config.Right(rb) * Horizontal).normalized);
            }

            var rb2d = body as Rigidbody2D;

            if (rb2d != null)
            {
                return((config.Forward(rb2d) * Vertical + config.Right(rb2d) * Horizontal).normalized);
            }

            return(Vector3.zero);
        }
Esempio n. 5
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        private void Process(object body, GenericMotionConfig config)
        {
            var sendEvent = false;
            var state     = _motion.GetState();
            var direction = state.GetDirection();
            var isJumping = state.GetJumping();
            var isFalling = state.GetFalling();

            // Check if we need to send an event?
            if ((_isFalling && !isFalling) || (!_isFalling && isFalling))
            {
                sendEvent  = true;
                _isFalling = isFalling;
            }
            else if ((_isJumping && !isJumping) || (!_isJumping && isJumping))
            {
                sendEvent  = true;
                _isJumping = isJumping;
            }
            else
            {
                var v  = SignOf(direction.Vertical);
                var vo = SignOf(_direction.Vertical);
                var h  = SignOf(direction.Horizontal);
                var ho = SignOf(_direction.Horizontal);
                if ((v != vo) || (h != ho))
                {
                    sendEvent  = true;
                    _direction = direction.Clone();
                }
            }

            // Send event
            if (sendEvent)
            {
                _eventHandler.Trigger(new GenericMotionEvent()
                {
                    IsFalling = isFalling,
                    IsJumping = isJumping,
                    Direction = direction.AsVector(body, config)
                });
            }
        }
Esempio n. 6
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 public Vector3 AsVector(Rigidbody2D body, GenericMotionConfig config)
 {
     return((config.Right(body) * Horizontal).normalized);
 }
Esempio n. 7
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 public Vector3 AsVector(Rigidbody body, GenericMotionConfig config)
 {
     return((config.Forward(body) * Vertical + config.Right(body) * Horizontal).normalized);
 }
Esempio n. 8
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 public void Update(Rigidbody body, GenericMotionConfig config)
 {
     Process(body, config);
 }