コード例 #1
0
    public override void ActionUpdate(float timekey)
    {
        Vector2 fwdTurn = NeverdawnUtility.InputToForwardTurn(character.transform, direction, 1.0f);

        Vector3 forward = character.transform.forward;

        character.transform.forward = Vector3.RotateTowards(forward, direction, timekey * Mathf.PI * 2.0f * (turnSpeed / 360.0f), 0.0f);

        distance += fwdTurn.x * timekey * moveSpeed;
        character.transform.position += direction * fwdTurn.x * timekey * moveSpeed;

        if (distance >= maxDistance)
        {
            Done();
        }
    }
コード例 #2
0
    public override void ActionUpdate(float timekey)
    {
        Vector3 position;

        float preferredDistance = distance + timekey * moveSpeed;

        if (!NeverdawnUtility.SamplePath(corners, distances, preferredDistance, out position) || preferredDistance > maxDistance)
        {
            Done();
            return;
        }

        Vector3 dir = (position - transform.position);

        dir.y = 0.0f;
        dir.Normalize();

        Vector2 fwdTurn = NeverdawnUtility.InputToForwardTurn(character.transform, dir, 1.0f);

        Vector3 forward = character.transform.forward;

        character.transform.forward = Vector3.RotateTowards(forward, dir, timekey * Mathf.PI * 2.0f * (turnSpeed / 360.0f), 0.0f);

        distance = distance + fwdTurn.x * timekey * moveSpeed;

        NeverdawnUtility.SamplePath(corners, distances, distance, out position);

        character.transform.position = position;

        RaycastHit rayHit;

        // experimental: stick to ground
        if (Physics.Raycast(character.transform.position + Vector3.up, Vector3.down, out rayHit, 3f, 1 << 9))
        {
            character.transform.position = rayHit.point;
        }
    }
コード例 #3
0
    public void UpdateExplorationControls()
    {
        if (character != null)
        {
            if (currentAbility != null)
            {
                updateAbility();
                return;
            }

            if (inputModule.GetAxisUp(NeverdawnInputAxis.Trigger, NeverdawnInputAxisDirection.Positive))
            {
                if (quickSlotsPage != null)
                {
                    quickSlotsPage = null;
                    characterMenu.Close();
                }
            }



            if (inputModule.GetAxisDown(NeverdawnInputAxis.Trigger, NeverdawnInputAxisDirection.Positive))
            {
                if (character.isIdle)
                {
                    quickSlotsPage           = Instantiate(UIFactory.uiQuickMenuQuickSlotsPrefab);
                    quickSlotsPage.abilities = character.quickCastAbilities;

                    characterMenu.Open(quickSlotsPage);
                }
            }

            if (characterMenu.isOpen)
            {
                if (inputModule.GetButtonDown(NeverdawnInputButton.Cancel))
                {
                    characterMenu.GoBack();
                }

                return;
            }

            // DEBUG LVL UP
            if (inputModule.GetButtonDown(NeverdawnInputButton.Info))
            {
                character.LevelUp();
            }

            // Start pressed
            if (inputModule.GetButtonDown(NeverdawnInputButton.Start))
            {
                if (character.isIdle)
                {
                    characterMenu.NavigateInto(Instantiate(UIFactory.uiQuickMenuStartPrefab));
                }
            }

            //Select pressed
            if (inputModule.GetButtonDown(NeverdawnInputButton.Settings))
            {
                if (character.isIdle)
                {
                    GameController.instance.PauseGame();
                }
            }

            // Confirm pressed
            if (inputModule.GetButtonDown(NeverdawnInputButton.Confirm))
            {
                if (character.isIdle)
                {
                    if (currentInteractable != null)
                    {
                        UIQuickMenuInteractable page = Instantiate(UIFactory.uiQuickMenuInteractionCollectionPrefab);
                        page.SetInteractionCollection(currentInteractable);

                        characterMenu.NavigateInto(page);
                    }
                }
                else
                {
                    character.currentAction.ActionConfirm();
                }
            }

            // Cancel pressed
            if (inputModule.GetButtonDown(NeverdawnInputButton.Cancel))
            {
                if (!character.isIdle)
                {
                    character.currentAction.ActionCancel();
                }
                else
                {
                    characterMenu.NavigateInto(Instantiate(UIFactory.uiQuickMenuStartPrefab));
                }
            }

            // Switch character pressed
            if (inputModule.GetButtonDown(NeverdawnInputButton.SwitchCharacter))
            {
                if (character.isIdle)
                {
                    NeverdawnCamera.RemoveTargetLerped(characterTransform);

                    Character nextCharacter = GameController.instance.party.GetNextCharacter(this);

                    if (nextCharacter != null)
                    {
                        character            = nextCharacter;
                        preferredCharacterId = nextCharacter.id;
                    }


                    NeverdawnCamera.AddTargetLerped(characterTransform);

                    // UINeverdawnParty.UpdateView();

                    characterMenu = UICharacterMenus.GetMenu(character);
                }
            }

            // Movement
            if (character.isIdle)
            {
                Vector3 input = inputModule.normalizedDirection;
                smoothedInput = Vector3.RotateTowards(smoothedInput, input, Time.deltaTime * _inputSmoothing, 1.0f);

                // Get player input
                Vector2 fwdTurn = NeverdawnUtility.InputToForwardTurn(characterTransform, smoothedInput, 2.0f);

                // Rotate the player
                characterTransform.Rotate(Vector3.up, fwdTurn.y * Time.deltaTime * characterNavMeshAnimator.turnSpeed);

                // Find target position
                Vector3 targetPosition = characterTransform.position + characterNavMeshAnimator.moveSpeed * fwdTurn.x * characterTransform.forward * Time.deltaTime;

                NavMeshHit hit;

                // Check for valid position
                if (!NavMesh.Raycast(characterTransform.position, targetPosition, out hit, NavMesh.AllAreas))
                {
                    characterTransform.position = hit.position;
                }
                else
                {
                    if (NavMesh.SamplePosition(targetPosition, out hit, 0.1f, NavMesh.AllAreas))
                    {
                        characterTransform.position = hit.position;
                    }
                }

                RaycastHit rayHit;

                // experimental: stick to ground
                if (Physics.Raycast(characterTransform.position, Vector3.down, out rayHit, 0.5f, 1 << 9))
                {
                    characterTransform.position = rayHit.point;
                }
            }

            // Find closest interaction
            Collider[] colliders = Physics.OverlapSphere(character.transform.position, 1.0f, 1 << 10);

            float        minDistance   = float.MaxValue;
            Interactable closestHandle = null;

            for (int i = 0; i < colliders.Length; i++)
            {
                float        distance = Vector3.Distance(colliders[i].transform.position, character.transform.position);
                Interactable handle   = colliders[i].GetComponentInParent <Interactable>();

                if (distance < minDistance && handle != null && handle.enabled)
                {
                    closestHandle = handle;
                    minDistance   = distance;
                }
            }

            if (closestHandle != null)
            {
                updateInteraction(closestHandle);
            }
            else
            {
                updateInteraction(null);
            }
        }
    }