Adjustments on entity motor top down movement
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@ -0,0 +1,26 @@
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namespace Intrepid.Core.Entities
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{
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public readonly struct EntityMotorMoveOptions
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{
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public readonly bool KeepHeightWhenNoGround;
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public readonly bool ProjectGapHeightFromLastGround;
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public EntityMotorMoveOptions(
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bool keepHeightWhenNoGround,
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bool projectGapHeightFromLastGround)
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{
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KeepHeightWhenNoGround = keepHeightWhenNoGround;
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ProjectGapHeightFromLastGround = projectGapHeightFromLastGround;
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}
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public static EntityMotorMoveOptions Default => new(
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keepHeightWhenNoGround: false,
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projectGapHeightFromLastGround: false
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);
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public static EntityMotorMoveOptions GapCrossing => new(
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keepHeightWhenNoGround: true,
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projectGapHeightFromLastGround: true
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);
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}
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}
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guid: 84fad08c87db4a53adb0f33ce76ee101
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timeCreated: 1780764840
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@ -19,27 +19,110 @@ namespace Intrepid.Core.Entities
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public float MaxSlopeAngle => maxSlopeAngle;
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private RaycastHit _groundHit;
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private bool _hasLastWalkableGround;
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private Plane _lastGroundPlane;
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public void Move(Rigidbody body, Vector3 velocity)
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// public void Move(
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// Rigidbody body,
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// Vector3 velocity,
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// float deltaTime,
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// EntityMotorMoveOptions options)
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// {
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// var delta = velocity * deltaTime;
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//
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// var current = body.position;
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// var next = current + delta;
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//
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// if (HasWalkableGroundAt(next, out _groundHit))
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// {
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// next.y = _groundHit.point.y + groundOffset;
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//
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// _lastGroundPlane = new Plane(_groundHit.normal, _groundHit.point);
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// _hasLastWalkableGround = true;
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// }
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// else if (options.CanCrossGaps)
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// {
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// if (options.ProjectGapHeightFromLastGround &&
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// TryProjectOnLastGroundPlane(next, out var projectedY))
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// {
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// next.y = projectedY + groundOffset;
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// }
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// else
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// {
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// next.y = current.y;
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// }
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// }
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// else
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// {
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// next = current;
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// }
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//
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// body.linearVelocity = Vector3.zero;
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// body.angularVelocity = Vector3.zero;
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// body.MovePosition(next);
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// }
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public void Move(
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Rigidbody body,
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Vector3 velocity,
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float deltaTime,
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EntityMotorMoveOptions options)
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{
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var delta = velocity * Time.fixedDeltaTime;
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var delta = velocity * deltaTime;
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var current = body.position;
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var next = current + delta;
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if (TryGetGroundAt(next, out _groundHit) && IsWalkable(_groundHit.normal))
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if (HasWalkableGroundAt(next, out _groundHit))
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{
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next.y = _groundHit.point.y + groundOffset;
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}
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else
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else if (options.KeepHeightWhenNoGround)
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{
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next.y = current.y;
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}
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else
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{
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next = current;
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}
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body.linearVelocity = Vector3.zero;
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body.angularVelocity = Vector3.zero;
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body.MovePosition(next);
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}
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// private bool TryProjectOnLastGroundPlane(Vector3 position, out float y)
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// {
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// y = position.y;
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//
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// if (!_hasLastWalkableGround)
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// {
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// return false;
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// }
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//
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// var ray = new Ray(
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// position + Vector3.up * groundCheckHeight,
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// Vector3.down
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// );
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//
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// if (!_lastGroundPlane.Raycast(ray, out var enter))
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// {
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// return false;
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// }
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//
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// y = ray.GetPoint(enter).y;
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// return true;
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// }
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public bool HasWalkableGroundAt(Vector3 position, out RaycastHit hit)
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{
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if (!TryGetGroundAt(position, out hit))
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{
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return false;
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}
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return IsWalkable(hit.normal);
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}
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private bool TryGetGroundAt(Vector3 position, out RaycastHit hit)
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{
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@ -9,6 +9,7 @@ namespace Intrepid.Gameplay.Entities.Sentinel
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[GroupDebug, SerializeField] private int dashCounter;
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public int DashCounter => dashCounter;
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public bool IsDashing => dashCounter > 0;
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public void DashCounterInc()
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{
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@ -18,6 +18,7 @@ namespace Intrepid.Gameplay.Entities.Sentinel
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private Vector3 _desiredForward = Vector3.forward;
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private Vector3 _intendedDesiredVelocity = Vector3.zero;
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protected SentinelBrain Brain => EntityBrain as SentinelBrain;
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private Rigidbody UnityRigidbody => unityRigidbody;
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private EntityMotorSmoothRotation MotorSmoothRotation => motorSmoothRotation;
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public EntityMotorPhysicsContact MotorPhysicsContact => motorPhysicsContact;
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@ -61,7 +62,10 @@ namespace Intrepid.Gameplay.Entities.Sentinel
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base.FixedUpdateFromUpdatable();
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_intendedDesiredVelocity = new Vector3(DesiredVelocity.x, 0, DesiredVelocity.y);
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LinearVelocity = MotorPhysicsContact.AdjustVelocityByContacts(DesiredVelocity);
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MotorTopDown.Move(UnityRigidbody, LinearVelocity);
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var moveOptions = Brain.Controls.IsDashing
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? EntityMotorMoveOptions.GapCrossing
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: EntityMotorMoveOptions.Default;
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MotorTopDown.Move(UnityRigidbody, LinearVelocity, Time.fixedDeltaTime, moveOptions);
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MotorPhysicsContact.ResetContactCounter();
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}
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@ -11,7 +11,7 @@ namespace Intrepid.Gameplay.Entities.Sentinel
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Run = 30,
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Dash = 40,
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DashLanding = 41,
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DashWindow = 41,
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DashBreaking = 42,
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Knockdown = 80,
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@ -9,9 +9,11 @@ namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
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{
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[GroupConfigurations, SerializeField] private AnimationClip dash;
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[GroupConfigurations, SerializeField, Range(0, 100)] private float speed = 35;
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[GroupConfigurations, SerializeField, Range(0, 10)] private float targetTime = .125f;
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[GroupConfigurations, SerializeField, Range(0, 500)] private float targetTimeMS = 100f;
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public float TargetTime => targetTimeMS * 0.001f;
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private Timer Timer { get; } = new();
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private Timer Timer { get; } = new();
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public override SentinelStateType GetStateKey()
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{
|
||||
@ -43,11 +45,11 @@ namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
|
||||
{
|
||||
if (Timer.IsNotRunning)
|
||||
{
|
||||
Brain.ChangeState(SentinelStateType.DashLanding);
|
||||
Brain.ChangeState(SentinelStateType.DashWindow);
|
||||
return;
|
||||
}
|
||||
Timer.Update(Time.deltaTime);
|
||||
if (Timer.Check(targetTime))
|
||||
if (Timer.Check(TargetTime))
|
||||
{
|
||||
Timer.Stop();
|
||||
return;
|
||||
|
||||
@ -7,11 +7,12 @@ namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
|
||||
public class SentinelStateDashBreaking : SentinelState
|
||||
{
|
||||
[GroupConfigurations, SerializeField] private AnimationClip dashBreaking;
|
||||
[GroupConfigurations, SerializeField, Range(5, 30)] private float speed = 5;
|
||||
[GroupConfigurations, SerializeField, Range(0, 2)] private float extraTime = 0.4f;
|
||||
[GroupConfigurations, SerializeField, Range(5, 30)] private float speed = 10;
|
||||
[GroupConfigurations, SerializeField, Range(0, 500)] private float extraTimeMS = 300f;
|
||||
[GroupConfigurations, SerializeField] private AnimationCurve speedCurve;
|
||||
|
||||
private Timer Timer { get; } = new();
|
||||
private float ExtraTime => extraTimeMS * 0.001f;
|
||||
|
||||
public override SentinelStateType GetStateKey()
|
||||
{
|
||||
@ -52,9 +53,9 @@ namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
|
||||
|
||||
if (Timer.IsNotRunning) return;
|
||||
Timer.Update(Time.deltaTime);
|
||||
var evaluation = speedCurve.Evaluate((float) Timer.ElapsedTime / extraTime);
|
||||
var evaluation = speedCurve.Evaluate((float) Timer.ElapsedTime / ExtraTime);
|
||||
Brain.Entity.DesiredVelocity = Brain.Entity.Forward * (speed * evaluation);
|
||||
if (Timer.Check(extraTime))
|
||||
if (Timer.Check(ExtraTime))
|
||||
{
|
||||
Timer.Stop();
|
||||
Brain.ChangeState(SentinelStateType.Idle);
|
||||
|
||||
@ -6,16 +6,17 @@ namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
|
||||
{
|
||||
public class SentinelStateDashLanding : SentinelState
|
||||
{
|
||||
[GroupConfigurations, SerializeField] private AnimationClip dashLanding;
|
||||
[GroupConfigurations, SerializeField, Range(0, 30)] private float speed = 15;
|
||||
[GroupConfigurations, SerializeField, Range(0, 10)] private float targetTime = .2f;
|
||||
[GroupConfigurations, SerializeField] private AnimationClip dashWindow;
|
||||
[GroupConfigurations, SerializeField, Range(0, 30)] private float speed = 10;
|
||||
[GroupConfigurations, SerializeField, Range(0, 500)] private float targetTimeMS = 150f;
|
||||
[GroupConfigurations, SerializeField, Range(15, 90)] private float dashMaxAngleFromForward = 60f;
|
||||
|
||||
private Timer Timer { get; } = new();
|
||||
private float TargetTime => targetTimeMS * 0.001f;
|
||||
|
||||
public override SentinelStateType GetStateKey()
|
||||
{
|
||||
return SentinelStateType.DashLanding;
|
||||
return SentinelStateType.DashWindow;
|
||||
}
|
||||
|
||||
protected override void Subscriptions()
|
||||
@ -24,7 +25,7 @@ namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
|
||||
|
||||
protected override void RunOnEnter(ParameterStore parameterStore)
|
||||
{
|
||||
Brain.Entity.ModelAnimation.Play(dashLanding);
|
||||
Brain.Entity.ModelAnimation.Play(dashWindow);
|
||||
Timer.Start();
|
||||
}
|
||||
|
||||
@ -49,7 +50,7 @@ namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
|
||||
return;
|
||||
}
|
||||
Timer.Update(Time.deltaTime);
|
||||
if (Timer.Check(targetTime))
|
||||
if (Timer.Check(TargetTime))
|
||||
{
|
||||
Timer.Stop();
|
||||
return;
|
||||
|
||||
@ -7,6 +7,7 @@ namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
|
||||
public class SentinelStateIdle : SentinelState
|
||||
{
|
||||
[GroupConfigurations, SerializeField] private AnimationClip idle;
|
||||
[GroupConfigurations, SerializeField, Range(0, 10)] private float animationSpeed = 1.2f;
|
||||
|
||||
private Vector2 Movement { get; set; }
|
||||
|
||||
@ -22,7 +23,7 @@ namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
|
||||
protected override void RunOnEnter(ParameterStore parameterStore)
|
||||
{
|
||||
Brain.Controls.ResetDash();
|
||||
Brain.Entity.ModelAnimation.CrossFade(idle, 0.2f);
|
||||
Brain.Entity.ModelAnimation.CrossFade(idle, 0.2f, animationSpeed);
|
||||
Brain.Entity.DesiredVelocity = Vector2.zero;
|
||||
}
|
||||
|
||||
|
||||
@ -8,6 +8,7 @@ namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
|
||||
{
|
||||
[GroupConfigurations, SerializeField] private AnimationClip run;
|
||||
[GroupConfigurations, SerializeField, Range(0, 100)] private float speed = 10;
|
||||
[GroupConfigurations, SerializeField, Range(0, 10)] private float animationSpeed = 1.2f;
|
||||
|
||||
private Vector2 Movement { get; set; }
|
||||
|
||||
@ -22,7 +23,7 @@ namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
|
||||
|
||||
protected override void RunOnEnter(ParameterStore parameterStore)
|
||||
{
|
||||
Brain.Entity.ModelAnimation.CrossFade(run, 0.1f);
|
||||
Brain.Entity.ModelAnimation.CrossFade(run, 0.1f, animationSpeed);
|
||||
}
|
||||
|
||||
protected override void RunOnExit()
|
||||
|
||||
@ -8,6 +8,7 @@ namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
|
||||
{
|
||||
[GroupConfigurations, SerializeField] private AnimationClip walk;
|
||||
[GroupConfigurations, SerializeField, Range(0, 100)] private float speed = 5;
|
||||
[GroupConfigurations, SerializeField, Range(0, 100)] private float animationSpeed = 3;
|
||||
|
||||
private Vector2 Movement { get; set; }
|
||||
|
||||
@ -22,7 +23,7 @@ namespace Intrepid.Gameplay.Entities.Sentinel.StateMachine.States
|
||||
|
||||
protected override void RunOnEnter(ParameterStore parameterStore)
|
||||
{
|
||||
Brain.Entity.ModelAnimation.CrossFade(walk, 0.15f);
|
||||
Brain.Entity.ModelAnimation.CrossFade(walk, 0.15f, animationSpeed);
|
||||
}
|
||||
|
||||
protected override void RunOnExit()
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||||
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Loading…
x
Reference in New Issue
Block a user