示例#1
0
    //Query whether this module can be active, given the current state of the character controller (velocity, isGrounded etc.)
    //Called every frame when inactive (to see if it could be) and when active (to see if it should not be)
    public override bool IsApplicable()
    {
        if (!m_IsActive)
        {
            //Character can't touch ground, has to touch edge and might be disabled if it is moving upwards
            if (m_ControlledCollider.IsGrounded())
            {
                return(false);
            }
            if (!m_ControlledCollider.IsTouchingEdge())
            {
                return(false);
            }
            CEdgeCastInfo info = m_ControlledCollider.GetEdgeCastInfo();
            if (GetDirInput("Move").m_Direction == DirectionInput.Direction.Up || GetDirInput("Move").IsInThisDirection(-info.GetWallNormal()))
            {
                float angle = Vector3.Angle(info.GetEdgeNormal(), Vector3.up);
                if (angle >= m_ControlledCollider.GetMaxGroundedAngle())
                {
                    return(false);
                }

                GeneratePath();
                if (m_Path.IsPossible(m_ControlledCollider.GetCapsuleTransform()))
                {
                    return(true);
                }
            }
        }
        else
        {
            //If the referencepoint slope is too steep to cling on to (during motion), interrupt movement
            float angle = Vector3.Angle(m_ReferencePoint.m_Transform.up, Vector3.up);
            if (angle >= m_ControlledCollider.GetMaxGroundedAngle())
            {
                return(false);
            }
            if (m_WasInterrupted)
            {
                return(false);
            }
            if (Time.time - m_StartTime >= m_Path.GetTotalTime() || m_Path.IsDone())
            {
                return(false);
            }
            return(true);
        }
        return(false);
    }
示例#2
0
    //Called whenever this module is started (was inactive, now is active)
    protected override void StartModuleImpl()
    {
        base.StartModuleImpl();
        //MOVINGCOLPOINT, see GroundedAnimatedAbilityModules for more details
        CEdgeCastInfo info = m_ControlledCollider.GetEdgeCastInfo();

        Transform transform = new GameObject().transform;

        transform.position = info.GetEdgePoint();
        transform.parent   = info.GetEdgeTransform();
        if (m_ReferencePoint == null)
        {
            m_ReferencePoint = new MovingColPoint();
        }
        m_ReferencePoint.m_Transform           = transform;
        m_ReferencePoint.m_PrevPoint           = transform.position;
        m_ReferencePoint.m_PrevRot             = transform.rotation;
        m_ReferencePoint.m_Normal              = info.GetEdgeNormal();
        m_ReferencePoint.m_PointRelativeToThis = m_ControlledCollider.GetCapsuleTransform().GetPosition() - info.GetEdgePoint();
    }
示例#3
0
    //Called to place a MovingColPoint to support moving colliders
    public override void PlaceMovingColPoint()
    {
        //MOVINGCOLPOINT, see CapsuleMovingColliderSolver for more details
        CEdgeCastInfo info = m_ControlledCollider.GetEdgeCastInfo();

        m_ControlledCollider.AddColPoint(info.GetEdgeTransform(), info.GetEdgePoint(), info.GetEdgeNormal());
    }