Пример #1
0
 public virtual void Reset()
 {
     bLookAt         = false;
     priority        = -1;
     directType      = EDirectType.DT_WorldForward;
     duration_Move   = 0.0f;
     duration_Rotate = 0.0f;
     velocity        = Vector3.zero;
     angularVelocity = Vector3.zero;
     motionType      = EMotionType.MT_Additive;
     rotateType      = EMotionType.MT_Additive;
 }
Пример #2
0
        ////////////////////////////
        ////////// Method //////////
        ////////////////////////////

        /////////////////////////
        ////////// API //////////

        /// <summary>
        /// Initialize the motion state machine
        /// </summary>
        public void Initialize(ACharacterSystem cs)
        {
            if (_entryMotionState == null)
            {
                Debug.LogError("[MSM] There is no entry motion state to the motion state machine!");
            }
            else
            {
                _currentMotionState = _entryMotionState;
            }
            _motionType = cs.GetType().IsSubclassOf(typeof(ACharacterSystem3D)) ? EMotionType.Motion3D : EMotionType.Motion2D;
        }
Пример #3
0
        ////////////////////////////
        ////////// Method //////////
        ////////////////////////////

        /////////////////////////
        ////////// API //////////

        /// <summary>
        /// Verify if the condition is complete
        /// </summary>
        public bool IsComplete(ACharacterSystem cs, MotionInformation mi, EMotionType motionType)
        {
            switch (motionType)
            {
            case EMotionType.Motion2D:
                return(IsComplete2D(cs as ACharacterSystem2D, mi));

            case EMotionType.Motion3D:
                return(IsComplete3D(cs as ACharacterSystem3D, mi));

            default:
                throw new ArgumentOutOfRangeException("motionType", motionType, null);
            }
        }
Пример #4
0
 public void ApplyRotate(int priority, EMotionType rotateType, EDirectType asixType, float rotateAngle, float duration = 0.0f, AnimationCurve rotateCurve = null)
 {
     if (this.priority < priority)
     {
         Reset();
         OnMotionStart?.Invoke();
     }
     startTime_Rotate     = Time.time;
     this.priority        = priority;
     this.rotateType      = rotateType;
     this.torque          = GetTorque(asixType, rotateAngle);
     this.duration_Rotate = duration;
     this.rotateCurve     = rotateCurve;
 }
Пример #5
0
    public AbilityBuffMotionModifiers(AbilitySystemComponent abilitySystem, Editor_FMotionModifierData data)
    {
        this.abilitySystem = abilitySystem;

        priority    = data.priority;
        duration    = data.duration;
        moveType    = data.moveType;
        distance    = data.distance;
        direction   = data.direction;
        rotateType  = data.rotateType;
        rotateAxis  = data.rotateAxis;
        rotateAngle = data.rotateAngle;
        moveCurve   = AnimationCurveManager.Instance.GetCurve(data.moveCurve);
        rotateCurve = AnimationCurveManager.Instance.GetCurve(data.rotateCurve);
    }
Пример #6
0
        /// <summary>
        /// Execute the movemement of the motion state
        /// </summary>
        public void Move(ACharacterSystem cs, MotionInformation mi, EMotionType motionType)
        {
            switch (motionType)
            {
            case EMotionType.Motion2D:
                Move2D(cs as ACharacterSystem2D, mi);
                break;

            case EMotionType.Motion3D:
                Move3D(cs as ACharacterSystem3D, mi);
                break;

            default:
                throw new ArgumentOutOfRangeException("motionType", motionType, null);
            }
        }
Пример #7
0
 public void ApplyMotion(int priority, EMotionType motionType, EDirectType directType, float distance, float duration = 0.0f, AnimationCurve moveCurve = null)
 {
     if (this.priority < priority)
     {
         Reset();
         OnMotionStart?.Invoke();
     }
     startTime_Move     = Time.time;
     this.priority      = priority;
     this.motionType    = motionType;
     this.directType    = directType;
     this.direction     = GetDirection(directType);
     this.distance      = distance;
     this.duration_Move = duration;
     this.moveCurve     = moveCurve;
 }
Пример #8
0
        ////////////////////////////
        ////////// Method //////////
        ////////////////////////////

        /////////////////////////
        ////////// API //////////

        /// <summary>
        /// Attempt to get the next motion state base on the motion transition of the current motion state
        /// </summary>
        public AMotionState AttemptToGetNextMotionState(ACharacterSystem cs, MotionInformation mi, EMotionType motionType)
        {
            foreach (var mt in _motionTransitions)
            {
                var nextMotionState = mt.GetResultingMotionState(cs, mi, motionType);
                if (nextMotionState != null)
                {
                    return(nextMotionState);
                }
            }
            return(null);
        }
Пример #9
0
 public void ApplyRotate(int priority, EMotionType rotateType, EDirectType asixType, float rotateAngle, float duration = 0.0f, AnimationCurve rotateCurve = null)
 {
     MotionClip.ApplyRotate(priority, rotateType, asixType, rotateAngle, duration, rotateCurve);
 }
Пример #10
0
 public void ApplyMotion(int priority, EMotionType motionType, EDirectType directType, float distance, float duration = 0.0f, AnimationCurve moveCurve = null)
 {
     MotionClip.ApplyMotion(priority, motionType, directType, distance, duration, moveCurve);
 }
Пример #11
0
        /////////////////////////////
        ////////// Service //////////

        /// <summary>
        /// Check if all the conditions are met
        /// </summary>
        private bool AreConditionsMet(ACharacterSystem cs, MotionInformation mi, EMotionType motionType)
        {
            return(_motionConditions.All(mc => mc.IsComplete(cs, mi, motionType)));
        }
Пример #12
0
        ////////////////////////////
        ////////// Method //////////
        ////////////////////////////

        /////////////////////////
        ////////// API //////////

        /// <summary>
        /// Return either the motionStateOnSuccess or the motionStateOnFailure depending on the conditions result
        /// </summary>
        public AMotionState GetResultingMotionState(ACharacterSystem cs, MotionInformation mi, EMotionType motionType)
        {
            return(AreConditionsMet(cs, mi, motionType) ? _motionStateOnSuccess : _motionStateOnFailure);
        }