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This commit is contained in:
@@ -55,7 +55,7 @@ namespace BITFALL.Entities.Player.Movement.States
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_normalizedTime = 0;
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_manualUpdate = false;
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characterController.LimitViewAngle = 45;
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self.LimitViewAngle = 45;
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actor.ForceNotGrounded();
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@@ -73,18 +73,18 @@ namespace BITFALL.Entities.Player.Movement.States
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actor.IsKinematic = false;
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actor.UseRootMotion = false;
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if (characterController.vaultPoint is GetVaultPointFromCollider vaultPoint)
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if (self.vaultPoint is GetVaultPointFromCollider vaultPoint)
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{
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actor.Position = vaultPoint.EndPosition-Vector3.up*0.64f;
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}
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characterController.LimitViewAngle = 0;
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self.LimitViewAngle = 0;
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//actor.Velocity = lastVelocity;
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//actor.ForceGrounded();
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characterController.ExpectJump.Reset();
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characterController.RequestClimb = false;
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self.ExpectJump.Reset();
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self.RequestClimb = false;
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_normalizedTime = 0;
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_manualUpdate = false;
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@@ -132,11 +132,11 @@ namespace BITFALL.Entities.Player.Movement.States
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// characterController.ExpectClimb.shouldBe - Vector3.up * 0.64f,
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// 4f
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// );
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var endPos = characterController.ExpectClimb.shouldBe - Vector3.up * 0.64f;
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var endPos = self.ExpectClimb.shouldBe - Vector3.up * 0.64f;
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var t = entryCurve.Evaluate(_elapsedTime);
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actor.Position = Vector3.Lerp(_entryPosition, endPos, t);
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break;
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case 1 when characterController.vaultPoint is GetVaultPointFromCollider vaultPoint:
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case 1 when self.vaultPoint is GetVaultPointFromCollider vaultPoint:
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var newPos =
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Vector3.Lerp(
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vaultPoint.StartPosition,
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@@ -165,6 +165,9 @@ namespace BITFALL.Entities.Player.Movement.States
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public int Phase { get; set; }
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[Inject] private IEquipService _equipService;
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private Collider _collider;
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private Quaternion rotation;
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private Transform _chest;
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public bool ManualCancel()
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{
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if (Enabled is false) return false;
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@@ -175,16 +178,42 @@ namespace BITFALL.Entities.Player.Movement.States
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public override void OnStateEntry(IState old)
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{
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base.OnStateEntry(old);
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_collider = self.edgeClimbPoint.Collider;
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//Debug.DrawRay(actor.Position+Vector3.up,_collider.ClosestPoint(actor.Position)-(actor.Position+Vector3.up),Color.green,8f);
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if(_collider.Raycast(new Ray(actor.Position, _collider.ClosestPoint(actor.Position)-actor.Position), out var hit, 8))
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{
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rotation =Quaternion.LookRotation(hit.normal) * Quaternion.Euler(0,180,0);
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}
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else
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{
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rotation = actor.Rotation;
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}
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_chest = self.GetComponent<Animator>().GetBoneTransform(HumanBodyBones.UpperChest);
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actor.alwaysNotGrounded = true;
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actor.ColliderComponent.enabled = false;
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actor.UseRootMotion = true;
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characterController.LimitViewAngle = 45;
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self.LimitViewAngle = 45;
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Phase = 1;
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Phase = 0;
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_equipService.AllowEquip.AddDisableElements(this);
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self.inputActionGroup.RegisterCallback(self.JumpAction, OnJump);
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}
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private void OnJump(InputAction.CallbackContext obj)
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{
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switch (obj)
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{
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case {interaction:PressInteraction,performed:true}:
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Exit();
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actor.Velocity += actor.Up * 8 + -actor.Forward*3;
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self.RequestClimb = false;
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return;
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}
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}
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public override void OnStateExit(IState old, IState newState)
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@@ -195,9 +224,11 @@ namespace BITFALL.Entities.Player.Movement.States
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actor.ColliderComponent.enabled = true;
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actor.UseRootMotion = false;
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characterController.LimitViewAngle = 0;
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self.LimitViewAngle = 0;
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_equipService.AllowEquip.RemoveDisableElements(this);
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self.inputActionGroup.UnRegisterCallback(self.JumpAction, OnJump);
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}
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public override void OnStateUpdate(float deltaTime)
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@@ -206,21 +237,29 @@ namespace BITFALL.Entities.Player.Movement.States
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switch (Phase)
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{
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case 1:
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var targetPos = characterController.ExpectClimb.shouldBe - Vector3.up * 1.6f;
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if(Vector3.Distance(targetPos,
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actor.Position)
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<=0.16f)
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Phase = 2;
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if(actor.Position.y >= targetPos.y)
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Phase = 2;
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//actor.Position = targetPos;
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case 0:
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var targetPos = self.ExpectClimb.shouldBe - Vector3.up * 1.6f;
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targetPos -= self.Rotation * Vector3.forward * 0.35f;
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if (actor.Position.y >= targetPos.y)
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Phase = 5;
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if (Phase is 5)
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actor.Position = targetPos;
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return;
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case 2:
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if (Vector3.Distance(
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characterController.ExpectClimb.shouldBe,
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actor.Position)
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<= 0.1f)
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case 5:
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if (_collider.Raycast(new Ray(_chest.position, actor.Forward), out var _, 1))
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{
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if (self.InputVector.y > 0)
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{
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Phase = 8;
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return;
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}
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if(self.InputVector.y<0)
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{
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Exit();
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return;
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}
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}
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else
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{
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Exit();
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}
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@@ -234,27 +273,27 @@ namespace BITFALL.Entities.Player.Movement.States
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base.UpdateVelocity(ref currentVelocity, deltaTime);
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switch (Phase)
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{
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case 1:
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// actor.Position =
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// Vector3.Slerp(actor.Position,
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// characterController.ExpectClimb.shouldBe - Vector3.up * 1.6f,
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// deltaTime
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// );
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case 0:
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var currentPosition = actor.Position;
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currentPosition = Vector3.Lerp(
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currentPosition,
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characterController.ExpectClimb.shouldBe - Vector3.up * 1.6f,3.2f*deltaTime);
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self.ExpectClimb.shouldBe - Vector3.up * 1.6f,3.2f*deltaTime);
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currentPosition.y = actor.Position.y;
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currentPosition.y+=(upVelocity+=deltaTime)*deltaTime;
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actor.Position = currentPosition;
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break;
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}
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}
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public override void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
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{
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if (Phase is 0)
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{
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currentRotation = rotation;
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}
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}
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public override void AfterUpdateMovement(float deltaTime)
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{
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characterController.CurrentCameraPosition.shouldBe = characterController.FpvLocalPosition;
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self.CurrentCameraPosition.shouldBe = self.FpvLocalPosition;
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}
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@@ -269,33 +308,33 @@ namespace BITFALL.Entities.Player.Movement.States
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public override void OnStateEntry(IState old)
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{
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ignore = characterController.climbClosePoint.Collider.transform;
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ignore = self.climbClosePoint.Collider.transform;
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actor.PhysicsComponent.IgnoreCollision(ignore,true);
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base.OnStateEntry(old);
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characterController.ExpectCrouch.Reset();
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self.ExpectCrouch.Reset();
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actor.alwaysNotGrounded = true;
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actor.ForceNotGrounded();
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actor.ColliderComponent.enabled = false;
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cancelInterval.Reset();
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needInit = true;
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characterController.LimitViewAngle = 80;
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self.LimitViewAngle = 80;
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}
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public override void OnStateUpdate(float deltaTime)
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{
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var distance = Vector3.Distance(characterController.ExpectClimb.shouldBe,
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characterController.transform.position);
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var distance = Vector3.Distance(self.ExpectClimb.shouldBe,
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self.transform.position);
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if (
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distance<=0.16f
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|| actor.IsStable
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distance<=0.1f
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|| cancelInterval.AllowUpdate && actor.Velocity.sqrMagnitude<=0.16f
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)
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{
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Exit();
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return;
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}
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if (characterController.Position.y >= characterController.ExpectClimb.shouldBe.y)
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var pos = actor.Position;
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pos.y = self.ExpectClimb.shouldBe.y;
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if (self.Position.y >= self.ExpectClimb.shouldBe.y && Vector3.Distance(pos,self.ExpectClimb.shouldBe)<0.1f)
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{
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Exit();
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}
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@@ -305,10 +344,10 @@ namespace BITFALL.Entities.Player.Movement.States
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actor.PhysicsComponent.IgnoreCollision(ignore,false);
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actor.alwaysNotGrounded = false;
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actor.ColliderComponent.enabled = true;
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characterController.ExpectJump.Reset();
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self.ExpectJump.Reset();
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actor.ForceGrounded();
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characterController.LimitViewAngle = 0;
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self.LimitViewAngle = 0;
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//
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}
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@@ -319,9 +358,9 @@ namespace BITFALL.Entities.Player.Movement.States
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currentVelocity.y = 0;
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needInit = false;
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}
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var velocity =(characterController.ExpectClimb.shouldBe - characterController.transform.position)*lerpDelta;
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var velocity =(self.ExpectClimb.shouldBe - self.transform.position)*lerpDelta;
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velocity += characterController.Rotation * characterController.MovementInput.normalized * 1.0f;
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velocity += self.Rotation * self.MovementInput.normalized * 1.0f;
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currentVelocity = Vector3.Lerp(currentVelocity,velocity,lerpDelta*deltaTime);
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@@ -329,7 +368,7 @@ namespace BITFALL.Entities.Player.Movement.States
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public override void AfterUpdateMovement(float deltaTime)
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{
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characterController.CurrentCameraPosition.shouldBe = characterController.FpvLocalPosition;
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self.CurrentCameraPosition.shouldBe = self.FpvLocalPosition;
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}
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}
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[Serializable]
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@@ -350,25 +389,25 @@ namespace BITFALL.Entities.Player.Movement.States
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{
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base.OnStateEntry(old);
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characterController.ExpectCrouch.Reset();
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self.ExpectCrouch.Reset();
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characterController.ExpectJump.Reset();
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self.ExpectJump.Reset();
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actor.ForceNotGrounded();
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actor.RigidbodyComponent.IsKinematic = true;
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actor.ColliderComponent.enabled = false;
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Init(characterController.OffMeshLink);
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Init(self.OffMeshLink);
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characterController.LimitViewAngle = 45;
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self.LimitViewAngle = 45;
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_equipService.AllowEquip.AddDisableElements(this);
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exitInterval.Reset();
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_inputActionGroup.RegisterCallback(characterController.CrouchAction, OnCrouch);
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_inputActionGroup.RegisterCallback(characterController.JumpAction, OnJump);
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_inputActionGroup.RegisterCallback(self.CrouchAction, OnCrouch);
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_inputActionGroup.RegisterCallback(self.JumpAction, OnJump);
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}
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private void OnJump(InputAction.CallbackContext obj)
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@@ -396,12 +435,12 @@ namespace BITFALL.Entities.Player.Movement.States
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actor.RigidbodyComponent.IsKinematic = false;
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actor.ColliderComponent.enabled = true;
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characterController.LimitViewAngle = 0;
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self.LimitViewAngle = 0;
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_equipService.AllowEquip.RemoveDisableElements(this);
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_inputActionGroup.UnRegisterCallback(characterController.CrouchAction, OnCrouch);
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_inputActionGroup.UnRegisterCallback(characterController.JumpAction, OnJump);
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_inputActionGroup.UnRegisterCallback(self.CrouchAction, OnCrouch);
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_inputActionGroup.UnRegisterCallback(self.JumpAction, OnJump);
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}
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private void Init(OffMeshLink offMeshLink)
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@@ -461,7 +500,7 @@ namespace BITFALL.Entities.Player.Movement.States
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var positionA = _offMeshLink.startTransform.position;
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var positionB = positionA;
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positionB.y = _offMeshLink.endTransform.position.y;
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var positionC = actor.Position + Vector3.up * (characterController.MovementInput.z * deltaTime * 1.6f);
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var positionC = actor.Position + Vector3.up * (self.MovementInput.z * deltaTime * 1.6f);
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Vector3 vectorAC = positionC - positionA;
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Vector3 vectorAB = positionB - positionA;
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@@ -471,7 +510,7 @@ namespace BITFALL.Entities.Player.Movement.States
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actor.Position = closestPoint;
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//currentVelocity = Vector3.Lerp(currentVelocity , (closestPoint - actor.Position) , 5 * deltaTime);
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characterController.UnityEntity.SetDirect(BITHash.Player.ActionSpeed,characterController.MovementInput.z);
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self.UnityEntity.SetDirect(BITHash.Player.ActionSpeed,self.MovementInput.z);
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break;
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case not null:
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@@ -520,10 +559,10 @@ namespace BITFALL.Entities.Player.Movement.States
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}
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public override void AfterUpdateMovement(float deltaTime)
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{
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characterController.CurrentCameraPosition.shouldBe = characterController.FpvLocalPosition;
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self.CurrentCameraPosition.shouldBe = self.FpvLocalPosition;
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}
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}
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[Serializable]
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public sealed class Dodge : PlayerCharacterState,IPlayerDodgeState
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{
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@@ -545,9 +584,9 @@ namespace BITFALL.Entities.Player.Movement.States
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public override void OnStateEntry(IState old)
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{
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base.OnStateEntry(old);
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direction = characterController.MovementInput.x > 0 ? 1 : -1;
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direction = self.MovementInput.x > 0 ? 1 : -1;
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process = 0;
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characterController.Stamina-= costStamina;
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self.Stamina-= costStamina;
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actor.UseRootMotion = true;
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@@ -581,9 +620,9 @@ namespace BITFALL.Entities.Player.Movement.States
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private int OnDamageFactory(DamageMessage msg, int currentDamage)
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{
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if (characterController.CurrentState is not IPlayerDodgeState || msg.Initiator is not Entity initiator)
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if (self.CurrentState is not IPlayerDodgeState || msg.Initiator is not Entity initiator)
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return currentDamage;
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var _direction = characterController.Position - initiator.transform.position;
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var _direction = self.Position - initiator.transform.position;
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var verticalAngle = Vector3.Angle(initiator.transform.forward, _direction) - 90.0f;
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//Debug.Log(verticalAngle);
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return 0;
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@@ -626,8 +665,8 @@ namespace BITFALL.Entities.Player.Movement.States
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actor.PhysicsComponent.enabled = false;
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actor.alwaysNotGrounded = true;
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actor.constraintRotation = false;
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characterController.ExpectCrouch.Reset();
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characterController.LimitViewAngle = 100;
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self.ExpectCrouch.Reset();
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self.LimitViewAngle = 100;
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_equipService.AllowEquip.AddDisableElements(this);
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@@ -644,7 +683,7 @@ namespace BITFALL.Entities.Player.Movement.States
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actor.PhysicsComponent.enabled = true;
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actor.constraintRotation = true;
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//actor.enabled = true;
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characterController.LimitViewAngle = 0;
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self.LimitViewAngle = 0;
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_equipService.AllowEquip.RemoveDisableElements(this);
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}
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@@ -661,10 +700,10 @@ namespace BITFALL.Entities.Player.Movement.States
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public override void AfterUpdateMovement(float deltaTime)
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{
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base.AfterUpdateMovement(deltaTime);
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characterController.CurrentCameraPosition.shouldBe = characterController.FpvLocalPosition;
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if (characterController.ExpectCrouch.shouldBe && _fixedPlace.Exit(characterController.Entity))
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self.CurrentCameraPosition.shouldBe = self.FpvLocalPosition;
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if (self.ExpectCrouch.shouldBe && _fixedPlace.Exit(self.Entity))
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{
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characterController.ExpectCrouch.Reset();
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self.ExpectCrouch.Reset();
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Exit();
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}else if (_fixedPlace is null)
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{
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@@ -676,14 +715,14 @@ namespace BITFALL.Entities.Player.Movement.States
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if (obj is not MonoBehaviour monoBehaviour ||
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monoBehaviour.TryGetComponent<IPlayerFixedPlace>(out var fixedPlace) is false) return;
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if (_knockdown.IsKnockdown) return;
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if (_fixedPlace?.Exit(characterController.Entity) is false)
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if (_fixedPlace?.Exit(self.Entity) is false)
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{
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return;
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}
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if (fixedPlace.Entry(characterController.Entity))
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if (fixedPlace.Entry(self.Entity))
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{
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_fixedPlace = fixedPlace;
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characterController.TransitionState<Fixed>();
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self.TransitionState<Fixed>();
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return;
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}
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_fixedPlace = null;
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@@ -696,7 +735,7 @@ namespace BITFALL.Entities.Player.Movement.States
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var rotation = Quaternion.Inverse(_fixedPlace.FixedRotation) * lastRotation;
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var euler =MathV.TransientRotationAxis(rotation.eulerAngles);
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var add = new float2(euler.x, -euler.y);
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characterController.AddViewEuler(add);
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self.AddViewEuler(add);
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lastRotation = _fixedPlace.FixedRotation;
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}
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protected override void Exit()
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@@ -709,5 +748,11 @@ namespace BITFALL.Entities.Player.Movement.States
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_fixedPlace = null;
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}
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}
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[Serializable]
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public sealed class ClimbBar
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{
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}
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}
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Reference in New Issue
Block a user