示例#1
0
 /// <summary>
 /// Stops the character from pushing or pulling
 /// </summary>
 protected virtual void StopPushing()
 {
     if (_pushedObject == null)
     {
         return;
     }
     _pushedObject.Detach(_controller);
     _pushedObject      = null;
     _character.CanFlip = true;
     _characterHorizontalMovement.PushSpeedMultiplier = _movementMultiplierStorage;
     _pulling = false;
 }
示例#2
0
        /// <summary>
        /// Every frame we override parameters if needed and cast a ray to see if we're actually pushing anything
        /// </summary>
        public override void ProcessAbility()
        {
            base.ProcessAbility();

            if (!CanPush || !AbilityPermitted)
            {
                return;
            }

            CheckForPushEnd();

            // if we're button based we only proceed if the push button is being pressed
            if (ButtonBased &&
                (_character.CharacterType == Character.CharacterTypes.Player) &&
                (_inputManager.PushButton.State.CurrentState != MMInput.ButtonStates.ButtonPressed))
            {
                return;
            }

            // we set our flag to false
            _collidingWithPushable = false;

            // we cast a ray in front of us to see if we're colliding with a pushable object
            _raycastDirection = _character.IsFacingRight ? transform.right : -transform.right;

            // Added offset for Raycast vertical position
            Vector3 raycastVerticalOffset = Vector3.zero;

            raycastVerticalOffset.y = (_controller.Height() / 2 * RaycastVerticalPostion);

            _raycastOrigin = _controller.ColliderCenterPosition + _raycastDirection * (_controller.Width() / 2) + raycastVerticalOffset;

            // we cast our ray to see if we're hitting something
            RaycastHit2D hit = MMDebug.RayCast(_raycastOrigin, _raycastDirection, DetectionRaycastLength, _controller.PlatformMask, Color.green, _controller.Parameters.DrawRaycastsGizmos);

            if (hit)
            {
                if (hit.collider.gameObject.MMGetComponentNoAlloc <Pushable>() != null)
                {
                    _collidingWithPushable = true;
                }
            }

            // if we're colliding with a pushable and are in the right conditions, we start pushing
            if (_controller.State.IsGrounded &&
                _collidingWithPushable &&
                Mathf.Abs(_controller.ExternalForce.x) >= MinimumPushSpeed &&
                _movement.CurrentState != CharacterStates.MovementStates.Pushing &&
                _movement.CurrentState != CharacterStates.MovementStates.Jumping)
            {
                if (_movement.CurrentState == CharacterStates.MovementStates.Running)
                {
                    if (_characterRun != null)
                    {
                        _characterRun.RunStop();
                    }
                }
                PlayAbilityStartFeedbacks();
                _movement.ChangeState(CharacterStates.MovementStates.Pushing);
            }

            if (hit && (_movement.CurrentState == CharacterStates.MovementStates.Pushing) && (_pushedObject == null))
            {
                _pushedObject = hit.collider.gameObject.MMGetComponentNoAlloc <Pushable>();
                _pushedObject.Attach(_controller);
                _character.CanFlip         = false;
                _movementMultiplierStorage = _characterHorizontalMovement.PushSpeedMultiplier;
                _characterHorizontalMovement.PushSpeedMultiplier = _pushedObject.PushSpeed;
            }

            if (((_controller.Speed.x > MinimumPushSpeed) &&
                 (_movement.CurrentState == CharacterStates.MovementStates.Pushing) &&
                 (_pushedObject.transform.position.x < this.transform.position.x))
                ||
                ((_controller.Speed.x < -MinimumPushSpeed) &&
                 (_movement.CurrentState == CharacterStates.MovementStates.Pushing) &&
                 (_pushedObject.transform.position.x > this.transform.position.x)))
            {
                if (!CanPull)
                {
                    StopPushing();
                }
                else
                {
                    _pulling = true;
                }
            }
            else
            {
                _pulling = false;
            }
        }