示例#1
0
    // INERNALS

    private void ComputeTimeScale(out FP o_TimeScale)
    {
        o_TimeScale = FP.One;

        //bool slowMotionEnabled;
        //GameSettings.TryGetBoolMain(Settings.s_SlowMotionSetting, out slowMotionEnabled);

        if (m_Reference == null || m_ReferenceTransform == null /*|| !slowMotionEnabled*/)
        {
            return;
        }

        TSVector2 velocity = m_Reference.velocity;

        if (velocity.LengthSquared() < m_MinReferenceSpeed * m_MinReferenceSpeed)
        {
            o_TimeScale = 1f;
            return;
        }

        if (m_UseRaycast)
        {
            TSVector2 rayOrigin    = m_Reference.position;
            TSVector2 rayDirection = velocity.normalized;

            FP speed = velocity.magnitude;

            FP rayDistance = speed * m_TimeToReach;
            rayDistance = MathFP.Max(rayDistance, m_DistanceThreshold);

            TSRaycastHit2D[] raycastHit = TSPhysics2D.Raycast(rayOrigin, rayDirection, rayDistance, m_RaycastMask);

            if (raycastHit == null || raycastHit.Length == 0)
            {
                o_TimeScale = 1f;
                return;
            }

            TSRaycastHit2D hitResult = raycastHit[0];

            FP timeScale = MathFP.GetClampedPercentage(hitResult.distance, m_MinDistance, m_MaxDistance);
            timeScale = MathFP.Max(timeScale, m_MinTimeScale);

            o_TimeScale = timeScale;
        }
        else // Do a simple line check.
        {
            TSVector2 delta = velocity * m_TimeToReach;
            if (delta.magnitude > m_DistanceThreshold)
            {
                delta = delta.normalized * m_DistanceThreshold;
            }

            TSVector2 rayStart = m_Reference.position;
            TSVector2 rayEnd   = rayStart + delta;

            // Check each stored segment.

            for (int segmentIndex = 0; segmentIndex < m_SegmentCount; ++segmentIndex)
            {
                TSVector2 pointA = m_Segments[segmentIndex * 2];
                TSVector2 pointB = m_Segments[segmentIndex * 2 + 1];

                FP        t;
                TSVector2 intersectionPoint;

                if (Test2DSegmentSegment(pointA, pointB, rayStart, rayEnd, out t, out intersectionPoint))
                {
                    TSVector2 distance = intersectionPoint - rayStart;

                    FP timeScale = MathFP.GetClampedPercentage(distance.magnitude, m_MinDistance, m_MaxDistance);
                    timeScale = MathFP.Max(timeScale, m_MinTimeScale);

                    o_TimeScale = timeScale;

                    return;
                }
            }
        }
    }
    public override void OnSyncedUpdate()
    {
        base.OnSyncedUpdate();

        if (!m_RunSyncedUpdate)
        {
            return;
        }

        // Get delta time.

        FP deltaTime = TrueSyncManager.deltaTimeMain;

        // Update movement direction.

        FP horizontalAxis;
        FP verticalAxis;

        if (m_EnableInputCompression)
        {
            int intX = TrueSyncInput.GetInt(m_HorizontalAxisCode);
            int intY = TrueSyncInput.GetInt(m_VerticalAxisCode);

            horizontalAxis = intX / (FP)s_InputPrecision;
            verticalAxis   = intY / (FP)s_InputPrecision;
        }
        else
        {
            horizontalAxis = TrueSyncInput.GetFP(m_HorizontalAxisCode);
            verticalAxis   = TrueSyncInput.GetFP(m_VerticalAxisCode);
        }

        FP horizontalAxisAbs = MathFP.Abs(horizontalAxis);
        FP verticalAxisAbs   = MathFP.Abs(verticalAxis);

        TSVector2 moveDirection = new TSVector2(horizontalAxis, verticalAxis);

        moveDirection.Normalize();

        m_MoveDirection = moveDirection;

        // Update player action.

        if (m_CooldownTimer > FP.Zero)
        {
            m_CooldownTimer -= deltaTime;

            if (m_CooldownTimer < FP.Zero)
            {
                m_CooldownTimer = FP.Zero;
            }
        }

        if (m_CooldownTimer == FP.Zero)
        {
            bool buttonPressed = (TrueSyncInput.GetByte(m_ButtonPressedCode) > 0);
            if (buttonPressed)
            {
                m_PressureTime += deltaTime;
                m_ChargeLevel   = MathFP.GetClampedPercentage(m_PressureTime, m_PressureTimeRange.min, m_PressureTimeRange.max);
            }
            else
            {
                if (m_PrevPressed)
                {
                    FP axisThreshold = FP.One / FP.Ten;

                    if (horizontalAxisAbs > axisThreshold || verticalAxisAbs > axisThreshold)
                    {
                        // Apply an insant force.

                        FP        requestForceMagnitude = MathFP.Lerp(m_ForceRange.min, m_ForceRange.max, m_ChargeLevel);
                        TSVector2 moveForce             = m_MoveDirection * requestForceMagnitude;
                        m_Rigidbody2D.AddForce(moveForce);

                        // Update cooldown timer.

                        m_CooldownTimer = MathFP.Lerp(m_CooldownRange.min, m_CooldownRange.max, m_ChargeLevel);
                    }
                    else
                    {
                        m_CooldownTimer = FP.Zero;
                    }
                }

                m_PressureTime = FP.Zero;
                m_ChargeLevel  = FP.Zero;
            }

            m_PrevPressed = buttonPressed;
        }
        else
        {
            m_PressureTime = FP.Zero;
            m_ChargeLevel  = FP.Zero;

            m_PrevPressed = false;
        }
    }