public void CallOnTriggerStay(Collider collider, ref PlayerState playerState)
    {
        CSceneObject obj = collider.gameObject.GetComponent <CSceneObject>();

        if (obj == null && collider.gameObject != null && collider.gameObject.transform.parent != null)
        {
            GameObject parent = collider.gameObject.transform.parent.gameObject;
            if (parent != null)
            {
                obj = parent.GetComponent <CSceneObject>();
            }
        }

        if (obj != null && obj.IsLadder && (m_ladderClimb.State != LadderState.JumpOff))
        {
            m_ladderClimb.CallOnTriggerStay(collider, ref playerState);
            if (m_ladderClimb.State != LadderState.None)
            {
                m_body.constraints = RigidbodyConstraints.FreezeAll;
            }
            else
            {
                m_collisionState = CollisionState.OnFloor;
            }
            return;
        }
    }
    private Vector3 m_wallJumpPoint = Vector3.zero; //!<

    #endregion Fields

    #region Methods

    /*
     * \brief Called when the player enters a collosion
    */
    public void CallOnCollisionEnter(CEntityPlayer player, Collision collision, ref PlayerState playerState)
    {
        if (playerState != PlayerState.Jumping)
            return;

        CSceneObject sceneObject = collision.gameObject.GetComponent<CSceneObject>();
        if (sceneObject && (m_lastWallJumpObject == null || m_lastWallJumpObject != sceneObject) && sceneObject.CanWallJump)
        {
            m_canWallJump = true;
            m_lastWallJumpObject = sceneObject;
            m_wallJumpPoint = player.transform.position;
            playerState = PlayerState.WallJumping;
        }
        else
        {
            m_canWallJump = false;
        }
    }
Exemplo n.º 3
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    public void CallOnTriggerStay(Collider collider, ref GruntState playerState)
    {
        CSceneObject obj = collider.gameObject.GetComponent <CSceneObject>();

        if (obj == null && collider.gameObject != null && collider.gameObject.transform.parent != null)
        {
            GameObject parent = collider.gameObject.transform.parent.gameObject;
            if (parent != null)
            {
                obj = parent.GetComponent <CSceneObject>();
            }
        }

        if (obj != null && obj.KillPlayerOnTouch)
        {
            //m_grunt.PushPlayerFromTower();
        }
    }
Exemplo n.º 4
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    /*
     * \brief Called when the player enters a collosion
     */
    public void CallOnCollisionEnter(CEntityPlayer player, Collision collision, ref PlayerState playerState)
    {
        if (playerState != PlayerState.Jumping)
        {
            return;
        }

        CSceneObject sceneObject = collision.gameObject.GetComponent <CSceneObject>();

        if (sceneObject && (m_lastWallJumpObject == null || m_lastWallJumpObject != sceneObject) && sceneObject.CanWallJump)
        {
            m_canWallJump        = true;
            m_lastWallJumpObject = sceneObject;
            m_wallJumpPoint      = player.transform.position;
            playerState          = PlayerState.WallJumping;
        }
        else
        {
            m_canWallJump = false;
        }
    }
/*
 * \brief Called whilst a collision is taking place
 */
    public void CallOnCollisionStay(Collision collision, ref PlayerState playerState, ref float playerAlpha)
    {
        m_collisionState = CollisionState.None;

        foreach (ContactPoint contact in collision)
        {
            Debug.DrawRay(contact.point, contact.normal);

            //
            if (contact.otherCollider != null && contact.otherCollider.gameObject != null)
            {
                CSceneObjectPlatform platform = contact.otherCollider.gameObject.GetComponent <CSceneObjectPlatform>();
                if (platform != null && m_platform == null)
                {
                    m_platform = platform;
                    m_platform.resetDeltaA();
                }
            }

            //
            CSceneObject obj = null;
            if (contact.otherCollider)
            {
                obj = contact.otherCollider.gameObject.GetComponent <CSceneObject>();
                if (obj == null && contact.otherCollider.gameObject.transform.parent != null)
                {
                    GameObject parent = contact.otherCollider.gameObject.transform.parent.gameObject;
                    if (parent != null)
                    {
                        obj = parent.GetComponent <CSceneObject>();
                    }
                }
            }

            if (contact.thisCollider != null && contact.thisCollider.gameObject != null && contact.thisCollider.gameObject.name == "Ledge_Grab_Detection" && (obj == null || obj.CanLedgeGrab))
            {
                if (CSceneObject.CheckLedgeGrab(collision))
                {
                    continue;
                }
            }

            if (contact.otherCollider != null && contact.otherCollider.gameObject != null && contact.otherCollider.gameObject.name == "Ledge_Grab_Detection" && (obj == null || obj.CanLedgeGrab))
            {
                if (CSceneObject.CheckLedgeGrab(collision))
                {
                    continue;
                }
            }

            // wall jumping
            if (obj != null && obj.CanWallJump == true && m_jumpState != JumpState.Landed && !isNearly(contact.normal.y, 1.0f, 0.2f) && !isNearly(contact.normal.y, -1.0f, 0.1f))
            {
                m_collisionState         = CollisionState.OnWall;
                playerState              = PlayerState.WallJumpStart;
                m_jumpTimer              = (Time.time * 1000.0f);
                m_body.constraints       = RigidbodyConstraints.FreezeAll;
                m_velocity               = 0.0f;
                m_wallJump.StartHangTime = Time.time * 1000.0f;
            }
            // floor check
            else if (isNearly(contact.normal.y, 1.0f, 0.8f))
            {
                m_collisionState = CollisionState.OnFloor;
                if (!isNearly(contact.normal.y, 1.0f, 0.15f) && collision.contacts.Length == 1)
                {
                    m_velocity          = (m_movingDirection * 0.15f);
                    m_velocityLockTimer = (Time.time * 1000.0f);
                }

                // are we on a special material?
                m_footMaterial = FootMaterial.Stone;
                if (contact.otherCollider.tag == "Wood Object")
                {
                    m_footMaterial = FootMaterial.Wood;
                }
                else if (contact.otherCollider.tag == "Metal Object")
                {
                    m_footMaterial = FootMaterial.Metal;
                }
            }
            // head check
            else if (isNearly(contact.normal.y, -1.0f, 0.1f))
            {
                m_collisionState = CollisionState.OnRoof;
            }
            // wall check
            else
            {
                if (isFacingCollision(m_movingDirection, m_body.transform.position, contact.point, playerAlpha))
                {
                    m_collisionState = CollisionState.OnWall;
                    break;
                }
            }
        }

        if (m_collisionState == CollisionState.OnWall && m_jumpState == JumpState.Jumping && playerState != PlayerState.WallJumpStart)
        {
            m_velocity = -(m_movingDirection * 0.15f);
        }

        if (m_collisionState == CollisionState.OnFloor && ((Time.time * 1000.0f) - m_jumpTimer > 200.0f))
        {
            m_jumpState = JumpState.Landed;

            if (m_ladderClimb.State != LadderState.AtBase)
            {
                m_ladderClimb.State = LadderState.None;
            }
            else
            {
                playerState = PlayerState.UpALadder;
            }

            if (m_player.GetPlayerState() != PlayerState.Turning)
            {
                m_player.SetPlayerState(PlayerState.Standing);
            }
            //m_ledgeGrabBox.collider.enabled = true;
        }
    }
Exemplo n.º 6
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/*
 * \brief Called whilst a collision is taking place
 */
    public void CallOnCollisionStay(Collision collision, ref GruntState playerState, ref float playerAlpha)
    {
        m_collisionState = CollisionState.None;

        foreach (ContactPoint contact in collision)
        {
            Debug.DrawRay(contact.point, contact.normal);
            //
            if (contact.otherCollider != null && contact.otherCollider.gameObject != null)
            {
                CSceneObjectPlatform platform = contact.otherCollider.gameObject.GetComponent <CSceneObjectPlatform>();
                if (platform != null && m_platform == null)
                {
                    m_platform = platform;
                    m_platform.resetDeltaA();
                }
            }

            //
            CSceneObject obj = null;
            if (contact.otherCollider)
            {
                obj = contact.otherCollider.gameObject.GetComponent <CSceneObject>();
                if (obj == null && contact.otherCollider.gameObject.transform.parent != null)
                {
                    GameObject parent = contact.otherCollider.gameObject.transform.parent.gameObject;
                    if (parent != null)
                    {
                        obj = parent.GetComponent <CSceneObject>();
                    }
                }
            }

            // floor check
            else if (isNearly(contact.normal.y, 1.0f, 0.8f))
            {
                m_collisionState = CollisionState.OnFloor;
                if (!isNearly(contact.normal.y, 1.0f, 0.15f) && collision.contacts.Length == 1)
                {
                    if (m_grunt.GetGruntState() == GruntState.Walking)
                    {
                        if (m_grunt.GetGruntPlayerDetected())
                        {
                            m_velocity = (m_movingDirection * 0.6f);
                        }
                        else
                        {
                            m_velocity = (m_movingDirection * 0.15f);
                        }
                        m_velocityLockTimer = (Time.time * 1000.0f);
                    }
                }
                if (contact.otherCollider)
                {
                    // are we on a special material?
                    m_footMaterial = FootMaterial.Stone;
                    if (contact.otherCollider.tag == "Wood Object")
                    {
                        m_footMaterial = FootMaterial.Wood;
                    }
                    else if (contact.otherCollider.tag == "Metal Object")
                    {
                        m_footMaterial = FootMaterial.Metal;
                    }
                }
            }
            // head check
            else if (isNearly(contact.normal.y, -1.0f, 0.1f))
            {
                m_collisionState = CollisionState.OnRoof;
            }
            // wall check
            else
            {
                if (isFacingCollision(m_movingDirection, m_body.transform.position, contact.point, playerAlpha))
                {
                    m_collisionState = CollisionState.OnWall;
                    break;
                }
            }
        }

        if (m_collisionState == CollisionState.OnWall && m_jumpState == JumpState.Jumping && playerState != GruntState.WallJumpStart)
        {
            m_velocity = -(m_movingDirection * 0.15f);
        }

        if (m_collisionState == CollisionState.OnFloor && ((Time.time * 1000.0f) - m_jumpTimer > 200.0f))
        {
            m_jumpState = JumpState.Landed;

            if (m_grunt.GetGruntState() != GruntState.Turning)
            {
                m_grunt.SetGruntState(GruntState.Standing);
            }
        }
    }
 // Use this for initialization
 void Start()
 {
     obj = GetComponent<CSceneObject>();
 }
Exemplo n.º 8
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 /*
  * \brief Called when the player leaves a collosion
  */
 public void CallOnCollisionExit(Collision collision, ref PlayerState playerState)
 {
     m_canWallJump        = false;
     m_startWallTime      = Time.time;
     m_lastWallJumpObject = null;
 }
Exemplo n.º 9
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 /*
  * \brief Resets all wall jump memebers to there inital state
  */
 public void Reset()
 {
     m_canWallJump        = false;
     m_startWallTime      = Time.time;
     m_lastWallJumpObject = null;
 }
Exemplo n.º 10
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    public static bool CheckLedgeGrab(Collision collision)
    {
        foreach (ContactPoint contact in collision)
        {
            Collider     ledgeGrab  = null;
            CSceneObject sceneLedge = null;

            if (contact.otherCollider != null && contact.otherCollider.gameObject.name == "Ledge_Grab_Detection")
            {
                ledgeGrab = contact.otherCollider;

                if (contact.thisCollider != null && contact.thisCollider.gameObject != null)
                {
                    sceneLedge = contact.thisCollider.gameObject.GetComponent <CSceneObject>();
                }
            }
            else if (contact.thisCollider != null && contact.thisCollider.gameObject.name == "Ledge_Grab_Detection")
            {
                ledgeGrab = contact.thisCollider;

                if (contact.otherCollider != null && contact.otherCollider.gameObject != null)
                {
                    sceneLedge = contact.otherCollider.gameObject.GetComponent <CSceneObject>();
                }
            }

            if (sceneLedge == null || !sceneLedge.CanLedgeGrab)
            {
                if (ledgeGrab != null)
                {
                    ledgeGrab.enabled = false;
                }
                continue;
            }

            if (ledgeGrab != null)
            {
                if (CPlayerPhysics.isNearly(contact.normal.normalized.y, -1.0f, 0.1f))
                {
                    // player hit the ledge grab area
                    GameObject player = contact.otherCollider.gameObject.transform.parent.gameObject;
                    if (player != null)
                    {
                        CEntityPlayer playerEntity = player.GetComponent <CEntityPlayer>();
                        if (playerEntity != null &&
                            playerEntity.GetPlayerState() != PlayerState.LedgeHang &&
                            playerEntity.GetPlayerState() != PlayerState.LedgeClimb &&
                            playerEntity.GetPlayerState() != PlayerState.LedgeClimbComplete
                            )
                        {
                            CPlayerPhysics phy = playerEntity.Physics;
                            phy.SetLedgeGrabState(playerEntity, PlayerState.LedgeHang);
                            contact.otherCollider.enabled = false;
                            return(true);
                        }
                    }
                }
                else
                {
                    ledgeGrab.enabled = false;
                    return(false);
                }
            }
        }

        return(false);
    }
Exemplo n.º 11
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 // Use this for initialization
 void Start()
 {
     obj = GetComponent <CSceneObject>();
 }
 /*
  * \brief Called when the player leaves a collosion
 */
 public void CallOnCollisionExit(Collision collision, ref PlayerState playerState)
 {
     m_canWallJump = false;
     m_startWallTime = Time.time;
     m_lastWallJumpObject = null;
 }
 /*
  * \brief Resets all wall jump memebers to there inital state
 */
 public void Reset()
 {
     m_canWallJump = false;
     m_startWallTime = Time.time;
     m_lastWallJumpObject = null;
 }