private bool ProcessItem ( ref Entity entity, ref StVelocity velocity, ref DefStJumpSettings setting, ref DefStRunInput runInput, ref DefStJumpInput input, ref DefStWallJumpProcessData process, ref CharacterControllerState state, Transform transform ) { var action = input.State == InputState.Down && !MvUtils.OnGround(state, velocity) && Time.time > process.TimeBeforeNextWJ; if (!action) { return(false); } var originalVelocity = velocity.Value; var fwd = transform.forward; var pos = transform.position + new Vector3(0, 0.4f + 0.1f); // hardcoded value (stepoffset) var rot = transform.rotation; var rd = 0.3f + 0.075f; // (radius) var sw = 0.07f + 0.025f; // hardcoded value (skinwidth) var height = 2f - 0.4f; // harcoded value (height and stepOffset) var subheight = (height * 0.75f) - 0.005f; CPhysicSettings.Active.SetGlobalCollision(transform.gameObject, false); var direction = (Vector3)SrtComputeDirection(fwd, rot, runInput.Direction); var rayTrace = UtilityWallRayTrace.RayTrace(ref direction, ref pos, ref rd, ref sw, ref height, ref subheight, transform.GetComponent <Collider>()); Debug.DrawRay(rayTrace.point, rayTrace.normal, Color.red, 10); CPhysicSettings.Active.SetGlobalCollision(transform.gameObject, true); var success = rayTrace.normal != Vector3.zero && Mathf.Abs(rayTrace.normal.y) < 0.2f; if (success) { rayTrace.normal = rayTrace.normal.ToGrid(1).normalized; velocity.Value = RaycastUtilities.SlideVelocityNoYChange(velocity.Value, rayTrace.normal); velocity.Value.y = math.max(math.min(velocity.Value.y + 6.5f, 12f), 0); var previousVelocity = velocity.Value; var bounceDir = rayTrace.normal * 6f; var minSpeed = bounceDir.magnitude; velocity.Value += bounceDir; var flatVelocity = velocity.Value.ToGrid(1); var oldY = velocity.Value.y; velocity.Value = Vector3.ClampMagnitude(flatVelocity, Mathf.Max(previousVelocity.magnitude, minSpeed)); velocity.Value.y = oldY; process.TimeBeforeNextWJ = Time.time + DefaultCooldown; input.TimeBeforeResetState = -1f; input.State = InputState.None; BroadcastNewEntity(PostUpdateCommands, true); PostUpdateCommands.AddComponent(new DefStWallJumpEvent(Time.time, Time.frameCount, entity, originalVelocity, rayTrace.normal)); MvDelegateEvents.InvokeCharacterWalljump(entity); } return(success); }
private bool ProcessItem ( ref Entity entity, ref StVelocity velocity, ref DefStJumpSettings setting, ref DefStRunInput runInput, ref DefStJumpInput input, ref DefStJumpProcessData process, ref CharacterControllerState state, Transform transform ) { if (MvUtils.OnGround(state, velocity)) { process.ComboCtx = 0; } if (input.ContinueJump == 0) { process.NeedToChain = 0; } var inputCanJump = input.State == InputState.Down || (input.ContinueJump == 1 && process.NeedToChain == 1); var doJump = inputCanJump && (process.ComboCtx < setting.MaxCombo && process.CooldownBeforeNextJump <= 0f) && (MvUtils.OnGround(state, velocity) || process.ComboCtx > 0); var airJump = doJump && !state.IsGrounded() && !state.IsSliding(); if (input.TimeBeforeResetState <= 0f) { input.State = InputState.None; } process.CooldownBeforeNextJump -= Time.deltaTime; input.TimeBeforeResetState -= Time.deltaTime; // We expect the developpers to check for staminas or things like that for this command. DiffuseCommand(m_CmdDoJump, m_CmdDoJumpResult, doJump, CmdState.Begin); doJump = GetCmdResult(m_CmdDoJumpResult); if (!doJump) { return(false); } var direction = SrtComputeDirection(transform.forward, transform.rotation, runInput.Direction); var strafeAngle = SrtGetStrafeAngleNormalized(direction, velocity.Value); if (math.all(runInput.Direction == float2.zero)) { strafeAngle *= 0.5f; } if (input.State == InputState.Down) { process.NeedToChain = 1; } velocity.Value.y = math.max(velocity.Value.y, 0); if (!airJump) { var motor = transform.GetComponent <CharacterControllerMotor>(); velocity.Value += Vector3.up * (setting.JumpPower * (input.State != InputState.Down ? 0.75f : 1f)); //if (motor.Momentum.y > 0) velocity.Value += Vector3.up * (motor.Momentum.normalized.y * 6f); } else { velocity.Value = Vector3.up * setting.JumpPower; } if (airJump) { velocity.Value = math.lerp(velocity.Value, SrtAirDash(velocity.Value, direction), 1f); } else if (input.State != InputState.Down) { velocity.Value += (Vector3)(direction * (strafeAngle * 5f)); var oldY = velocity.Value.y; var currSpeed = velocity.Value.ToGrid(1).magnitude; var newSpeed = math.min(currSpeed + strafeAngle * 2f, math.max(currSpeed, 18f)); velocity.Value = velocity.Value.ToGrid(1).normalized *newSpeed; velocity.Value.y = oldY; } else { var oldY = velocity.Value.y; //velocity.Value = velocity.Value.ToGrid(1).normalized * (velocity.Value.ToGrid(1).magnitude - 2.5f); velocity.Value.y = oldY; } input.TimeBeforeResetState = -1f; input.State = InputState.Pressed; process.ComboCtx++; process.CooldownBeforeNextJump = 0.1f; // We except developpers to just clean the pre-command phase, and not applying things like reducing stamina... DiffuseCommand(m_CmdDoJump, m_CmdDoJumpResult, true, CmdState.End); // Send event to clients BroadcastNewEntity(PostUpdateCommands, true); PostUpdateCommands.AddComponent(new DefStJumpEvent(Time.time, Time.frameCount, entity)); MvDelegateEvents.InvokeCharacterJump(entity); return(true); }