83 lines
2.4 KiB
C#
83 lines
2.4 KiB
C#
using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using UnityEngine;
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namespace NodeCanvas.Tasks.Actions {
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[Category("Core/Movement")]
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[Description("Unit flat ground movement")]
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public class ProcessFlatLocomotion : ActionTask<CharacterController>{
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public BBParameter<float> baseMoveSpeed;
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public BBParameter<float> sprintAdditionalSpeed;
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public BBParameter<Vector3> moveDirection;
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private float sprintPower;
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private bool sprinting;
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit() {
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return null;
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}
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute() {
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate() {
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// Get current input direction
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Vector3 flatSurfaceDirection = Vector3.zero;
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if (agent.isGrounded) {
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Vector2 rawInput = agent.transform.GetComponent<PlayerControls>().rawMoveInput;
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flatSurfaceDirection = new(rawInput.x, 0, rawInput.y);
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}
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float CalculateSpeed(){
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// Calculate sprinting speed
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float outputSpeed = 0f;
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// Add base speed
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outputSpeed += baseMoveSpeed.value;
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// Add sprinting speed
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// TODO: Take this sprinting section out and move it into it's own task. Sprinting should be a state in the ground locomotion graph.
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if (sprinting) {
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sprintPower = Mathf.Lerp(sprintPower, 1, sprintAdditionalSpeed.value * Time.deltaTime);
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outputSpeed += (sprintAdditionalSpeed.value * sprintPower);
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} else {
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outputSpeed += (sprintAdditionalSpeed.value * sprintPower);
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sprintPower = Mathf.Lerp(sprintPower, 0, sprintAdditionalSpeed.value * Time.deltaTime);
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}
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return outputSpeed;
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}
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// Rotate input to forward direction for flat surface
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// flatSurfaceDirection = agent.transform.rotation * flatSurfaceDirection;
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// Finalize flat surface direction by adding speed
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flatSurfaceDirection *= CalculateSpeed();
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moveDirection.value = flatSurfaceDirection;
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EndAction(true);
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}
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//Called when the task is disabled.
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protected override void OnStop() {
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}
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//Called when the task is paused.
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protected override void OnPause() {
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}
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}
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} |