public override void Simulate(ActorArgs _args)
    {
        ActorHeader.Actor     Actor  = _args.Actor;
        ActorHeader.GroundHit Ground = Actor.Ground;
        Vector3 Velocity             = Actor._velocity;

        bool JumpRequest = (_args.ActionFlags & (1 << 2)) != 0;

        if (Actor.SnapEnabled && Ground.stable && JumpRequest)
        {
            // Eliminate Y-component of our velocity and instead set it to whatever we'd like:
            Velocity[1] = Mathf.Sqrt(2 * (_args.Gravity * _args.GravitationalMultiplier) * JumpHeight);

            // We're only doing this since gravitational movement / vertical movement is always
            // 100% in the 2nd component of our velocity. We'll never be implementing spherical gravity
            // or anything like that as of this moment. Changing it won't be hard either if we
            // ever want this functionality.

            Actor.SetSnapEnabled(false); // disabling snapping until we've found the ground again

            Cursor.lockState = CursorLockMode.Locked;
            TimeJumpSnapshot = GlobalTime.T;

            _args.AssignHold(WaitToSnapUntil); // wait a few milliseconds to begin snapping again
        }
        Actor.SetVelocity(Velocity);
    }
    public override void Simulate(ActorArgs _args)
    {
        ActorHeader.Actor     Actor      = _args.Actor;
        ActorHeader.GroundHit Ground     = Actor.Ground;     // Ground is currently last frame as we have not moved until ActorMove() of this simulation
        ActorHeader.GroundHit LastGround = Actor.LastGround; // LastGround is the frame prior to the last
        Vector3 _v             = Actor._velocity;
        bool    _applyfriction = _v.sqrMagnitude > 0F;

        if (!_applyfriction)
        {
            return;
        }

        LastGroundSnapshot = (Ground.snapped && !LastGround.snapped)
            ? GlobalTime.T : LastGroundSnapshot;
        float _vm = _v.magnitude;

        // Determine whether to apply ground friction or air friction
        bool _applygroundfriction = (Actor.SnapEnabled && Ground.stable) && (GlobalTime.T - LastGroundSnapshot) > GroundFrictionLeeway;

        if (_applygroundfriction)
        {
            BehaviourHeader.ApplyFriction(ref _v, _vm, GroundFriction, GlobalTime.FDT);
        }
        else
        {
            BehaviourHeader.ApplyFriction(ref _v, _vm, AirFriction, GlobalTime.FDT);
        }

        Actor.SetVelocity(_v);
    }
    public override void Simulate(ActorArgs _args)
    {
        ActorHeader.Actor     Actor  = _args.Actor;
        ActorHeader.GroundHit Ground = Actor.Ground;
        Vector3 Velocity             = Actor._velocity;

        bool _validgravity = Actor.Ground.stable;

        Velocity -= new Vector3(0, 1, 0) * (_args.Gravity * _args.GravitationalMultiplier * GlobalTime.FDT);

        Actor.SetVelocity(Velocity);

        return;
    }
    public override void Simulate(ActorArgs _args)
    {
        ActorHeader.Actor     Actor      = _args.Actor;
        ActorHeader.GroundHit Ground     = Actor.Ground;
        ActorHeader.GroundHit LastGround = Actor.LastGround;
        Vector3 Velocity = Actor._velocity;
        Vector3 Wish     = _args.ViewWishDir;

        bool Grounded = Actor.SnapEnabled && Ground.stable;

        if (Grounded && !LastGround.stable) // Landing
        {
            VectorHeader.ClipVector(ref Velocity, Ground.normal);
        }

        // Orient Wish Velocity to grounding plane
        if (Grounded && OrientVelocityToGroundPlane)
        {
            VectorHeader.CrossProjection(ref Wish, new Vector3(0, 1, 0), Ground.normal);
        }
        else
        {
            // Clip Wish Velocity along upward plane if we're not orienting/stable as we may be able to fight gravity if not done
            VectorHeader.ClipVector(ref Wish, new Vector3(0, 1, 0));
            Wish.Normalize();
        }

        //if (Grounded) // Subtract max speed based on stability
        //    BehaviourHeader.DetermineWishVelocity(ref Velocity, Wish, MaximumGroundMoveSpeed, GroundAcceleration * GlobalTime.FDT);
        //else
        //    BehaviourHeader.DetermineWishVelocity(ref Velocity, Wish, MaximumAirMoveSpeed, AirAcceleration * GlobalTime.FDT);

        if (Grounded)
        {
            BehaviourHeader.ApplyAcceleration(ref Velocity, Wish, MaximumGroundMoveSpeed, GroundAcceleration);
        }
        else
        {
            BehaviourHeader.ApplyAcceleration(ref Velocity, Wish, MaximumAirMoveSpeed, AirAcceleration);
        }

        Actor.SetVelocity(Velocity);

        return;
    }
    public override void Simulate(ActorArgs _args)
    {
        ActorHeader.Actor     Actor  = _args.Actor;
        ActorHeader.GroundHit Ground = Actor.Ground;

        Vector3 Forward = _args.ActorView.forward;
        Vector3 Wish    = _args.ViewWishDir;

        bool Grounded    = Actor.SnapEnabled && Ground.stable;
        bool DashRequest = (GlobalTime.T - DashRequestSnapshot) > 0.1F &&
                           DashStamina >= DashCost &&
                           (_args.ActionFlags & (1 << 3)) != 0;

        if (DashRequest) // valid dash
        {
            bool UseViewDir = Wish.sqrMagnitude == 0;

            // Completely eradicate all velocity
            Actor.SetVelocity(Vector3.zero);
            DashStamina -= DashCost;

            Vector3 DashDirection = UseViewDir ? Forward : Wish;
            VectorHeader.ClipVector(ref DashDirection, new Vector3(0, 1, 0));
            DashDirection.Normalize();

            DashRequestSnapshot = GlobalTime.T;

            _args.AssignHold(ApplyDashDuration);

            Actor.SetVelocity(DashDirection * DashVelocityDelta);

            DashEvents?.Invoke(_args, DashState.Enter);
        }
        else if (Grounded) // If we aren't actually dashing, let's rejuvenate our stamina if we're grounded.
        {
            DashStamina += DashGrowthRate * GlobalTime.FDT;
            DashStamina  = Mathf.Min(DashStamina, DashCap);
        }
    }
예제 #6
0
 public void OnGroundHit(ActorHeader.GroundHit _ground, ActorHeader.GroundHit _lastground, LayerMask _gfilter)
 {
 }
예제 #7
0
 public void OnGroundHit(ActorHeader.GroundHit ground, ActorHeader.GroundHit lastground, LayerMask layermask)
 {
 }