示例#1
0
        private void ProcessPhysicItem
        (
            float dt,
            ref DefStDodgeOnGroundSettings settings,
            ref DefStDodgeInput input,
            ref DefStDodgeOnGroundProcessData process,
            ref StVelocity velocity,
            ref CharacterControllerState state
        )
        {
            /*if (!state.IsGrounded() && math.any(process.Direction != float3.zero) && process.IsDodging == 1)
             * {
             *  var previousVelocity = velocity.Value;
             *  var previousFlatVel  = previousVelocity.ToGrid(1);
             *  var previousSpeed    = Mathf.Max(previousFlatVel.magnitude, settings.MinSpeed) + (process.InertieDelta * dt);
             *
             *  velocity.Value   = math.normalize(process.Direction) * previousSpeed;
             *  velocity.Value.y = previousVelocity.y;
             * }*/

            // TODO: Remove hardcoded character slopelimit (45)

            /*if (MvUtils.OnGround(state, velocity) && Vector3.Angle(state.AngleDir, Vector3.up) < 45 && process.IsDodging == 1)
             * {
             *  process.IsDodging = 0;
             *
             *  var oldY = velocity.Value.y;
             *  var addSpeed = Mathf.Max(velocity.Value.ToGrid(1).magnitude - process.StartAfterDodgeFlatSpeed, 0);
             *  var speed = Mathf.Min(velocity.Value.ToGrid(1).magnitude, process.StartFlatSpeed + addSpeed);
             *
             *  velocity.Value = velocity.Value.ToGrid(1).normalized * speed;
             *
             *  Debug.Log("nice");
             *
             *  velocity.Value.y = oldY;
             * }*/

            process.InertieDelta            -= state.IsGrounded() ? dt * 50f : dt;
            process.CooldownBeforeNextDodge -= dt;
            input.TimeBeforeResetState      -= dt;
        }
        /// <summary>
        /// Move the character with the Srt (CPMA based) algorithm.
        /// </summary>
        /// <param name="initialVelocity">The initial velocity to use</param>
        /// <param name="direction">The movement direction</param>
        /// <param name="settings">The movement settings</param>
        /// <param name="dt">Delta time</param>
        /// <returns>Return the new position</returns>
        private static float3 SrtMove(float3 initialVelocity, float2 initialDirection, float3 direction, DefStGroundRunSettings settings, CharacterControllerState state,
                                      float dt)
        {
            // Fix NaN errors
            direction = SrtFixNaN(direction);

            // Set Y axe to zero
            initialVelocity.y = 0;

            var previousSpeed = math.length(initialVelocity);
            var friction      = SrtGetFrictionPower
                                (
                previousSpeed,
                settings.FrictionSpeedMin, settings.FrictionSpeedMax,
                settings.FrictionMin, settings.FrictionMax
                                );

            var angleInvertedDir = 1 - state.AngleDir.y;

            if (math.abs(angleInvertedDir) > 0.4f)
            {
                friction *= math.clamp(math.abs(angleInvertedDir), 0.4f, 1f);
            }

            var velocity = SrtApplyFriction(initialVelocity, direction, friction, settings.SurfaceFriction, settings.Acceleration,
                                            settings.Deacceleration, dt);
            var wishSpeed = math.length(direction) * settings.BaseSpeed;

            if (float.IsNaN(wishSpeed))
            {
                wishSpeed = 0;
            }

            var strafeAngleNormalized = SrtGetStrafeAngleNormalized(direction, math.normalize(initialVelocity));

            if (wishSpeed > settings.BaseSpeed && wishSpeed < previousSpeed)
            {
                wishSpeed = math.lerp(previousSpeed, wishSpeed, math.max(math.distance(wishSpeed, previousSpeed), 0) * dt);
            }


            if (initialDirection.y > 0.5f)
            {
                if (previousSpeed >= settings.BaseSpeed - 0.25f)
                {
                    wishSpeed = settings.SprintSpeed;

                    settings.Acceleration = 6f;
                }
            }

            if (state.AngleDir.y >= 0)
            {
                wishSpeed *= math.clamp(state.AngleDir.y + 0.1f, 0.1f, 1f);
            }

            velocity = SrtAccelerate(velocity, direction, wishSpeed, settings.Acceleration, math.min(strafeAngleNormalized, 0.25f), dt);

            var nextSpeed = math.length(math.float3(velocity.x, 0, velocity.z));

            if (previousSpeed > nextSpeed && nextSpeed < settings.BaseSpeed &&
                strafeAngleNormalized > 0.1f && strafeAngleNormalized < 0.9f)
            {
                velocity.y = 0;

                velocity = Vector3.Normalize(velocity) * math.lerp(nextSpeed, previousSpeed, math.max(1 - strafeAngleNormalized, 0.8f));
            }

            return(velocity);
        }
        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);
        }
示例#4
0
        private bool ProcessItem
        (
            ref Entity entity,
            ref StVelocity velocity,
            ref DefStRunInput runInput,
            ref DefStDodgeOnGroundSettings setting,
            ref DefStDodgeInput input,
            ref DefStDodgeOnGroundProcessData process,
            ref CharacterControllerState state,
            Transform transform
        )
        {
            var doDodge = input.State != InputState.None && process.CooldownBeforeNextDodge <= 0f && MvUtils.OnGround(state, velocity);

            if (input.TimeBeforeResetState <= 0f)
            {
                input.State = InputState.None;
            }

            // We expect the developpers to check for staminas or things like that for this command.
            EntityManager.SetComponentData(m_CmdDoDodge, new EntityCommandTarget(entity));
            DiffuseCommand(m_CmdDoDodge, m_CmdDoDodgeResult, doDodge, CmdState.Begin);

            doDodge = GetCmdResult(m_CmdDoDodgeResult);
            if (!doDodge)
            {
                return(false);
            }

            process.StartFlatSpeed = velocity.Value.ToGrid(1).magnitude;

            var direction = SrtComputeDirection(transform.forward.normalized, transform.rotation, runInput.Direction);

            velocity.Value.y = 0f;

            var addVelocity = SrtDodge(velocity.Value, direction, setting.AdditiveSpeed, setting.MinSpeed, setting.MaxSpeed);
            var momentum    = transform.GetComponent <CharacterControllerMotor>().Momentum;

            if (Vector3.Dot(velocity.Value.normalized, math.normalizesafe(addVelocity)) >= 0.9f)
            {
                addVelocity = (momentum.normalized + ((Vector3)addVelocity).normalized).normalized * math.length(addVelocity);
                Debug.Log(addVelocity);
            }

            velocity.Value  = addVelocity;
            velocity.Value += Vector3.up * setting.VerticalPower;

            input.TimeBeforeResetState = -1f;
            input.State = InputState.None;

            process.CooldownBeforeNextDodge = 0.5f;
            process.InertieDelta            = 0.1f;
            process.Direction = direction;
            process.IsDodging = 1;
            process.StartAfterDodgeFlatSpeed = velocity.Value.ToGrid(1).magnitude;

            // We except developpers to just clean the pre-command phase, and not applying things like reducing stamina...
            DiffuseCommand(m_CmdDoDodge, m_CmdDoDodgeResult, true, CmdState.End);

            // Send dodge message to clients
            BroadcastNewEntity(PostUpdateCommands, true);
            PostUpdateCommands.AddComponent(new DefStDodgeEvent(Time.time, Time.frameCount, entity));

            MvDelegateEvents.InvokeCharacterDodge(entity);

            return(true);
        }
示例#5
0
 public static bool OnGround(CharacterControllerState state, Vector3 velocity)
 {
     return(velocity.y <= 0 && state.GroundFlags == 1);
 }
示例#6
0
 public static bool OnGround(CharacterControllerState state, StVelocity velocity)
 {
     return(velocity.Value.y <= 0 && state.GroundFlags == 1);
 }
示例#7
0
        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);
        }
    /// <summary>
    /// Unity's method called as soon as this entity is created.
    /// It will be called even if the entity is disabled.
    /// </summary>
    public void Awake()
    {
        // Creates the original state
        State = new CharacterControllerState();

        // Initializes the parameter's stack and lists
        _overrideParameters = new Stack<CharacterControllerParameters>();
        _collisions = new List<Collider>();
        _listeners = new List<CharacterControllerListener>();

        // Recovers the desired components
        _transform = transform;
        _controller = GetComponent<CharacterController>();
        _characterSize = GetComponent<CharacterSize>();

        // Ignores the collisions with the hat layer
        Physics.IgnoreLayerCollision(LayerMask.NameToLayer("Character"), LayerMask.NameToLayer("Cloth"), true);
    }