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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Invector.vCharacterController.vActions
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{
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[vClassHeader("Ladder Action", iconName = "ladderIcon")]
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public class vLadderAction : vActionListener
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{
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#region public variables
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[vEditorToolbar("Settings", overrideChildOrder: true, order = 0)]
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[Tooltip("Tag of the object you want to access")]
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public string actionTag = "LadderTrigger";
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[Tooltip("Speed multiplier for the climb ladder animations")]
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public float climbSpeed = 1.5f;
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[Tooltip("Speed multiplier for the climb ladder animations when the fastClimbInput is pressed")]
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public float fastClimbSpeed = 3f;
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[Tooltip("How much Stamina will be consumed when climbing faster")]
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public float fastClimbStamina = 30f;
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[Tooltip("Input to use the ladder going up or down")]
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public GenericInput verticalInput = new GenericInput("Vertical", "LeftAnalogVertical", "Vertical");
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[Tooltip("Input to enter the ladder")]
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public GenericInput enterInput = new GenericInput("E", "A", "A");
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[Tooltip("Input to exit the ladder")]
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public GenericInput exitInput = new GenericInput("Space", "B", "B");
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[Tooltip("Input to climb faster")]
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public GenericInput fastClimbInput = new GenericInput("LeftShift", "LeftStickClick", "LeftStickClick");
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[Tooltip("Input to climb faster")]
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public GenericInput slideDownInput = new GenericInput("Q", "X", "X");
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[vEditorToolbar("Events")]
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public UnityEvent OnEnterLadder;
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public UnityEvent OnExitLadder;
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public UnityEvent OnEnterTriggerLadder;
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public UnityEvent OnExitTriggerLadder;
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[vEditorToolbar("Debug")]
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public bool debugMode;
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[vReadOnly(false)]
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[SerializeField]
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protected vTriggerLadderAction targetLadderAction;
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[vReadOnly(false)]
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[SerializeField]
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protected vTriggerLadderAction currentLadderAction;
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//[vReadOnly(false)]
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//[SerializeField]
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protected List<vTriggerLadderAction> actionTriggers = new List<vTriggerLadderAction>();
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[vReadOnly(false)]
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[SerializeField]
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protected float _speed;
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protected virtual float speed { get { return _speed; } set { _speed = value; } }
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[vReadOnly(false)]
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[SerializeField]
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protected float currentClimbSpeed;
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[vReadOnly(false)]
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[SerializeField]
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protected bool _isUsingLadder;
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public virtual bool isUsingLadder { get { return _isUsingLadder; } set { _isUsingLadder = value; } }
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[vReadOnly(false)]
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[SerializeField]
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protected bool enterLadderStarted;
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[vReadOnly(false)]
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[SerializeField]
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protected bool inEnterLadderAnimation;
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[vReadOnly(false)]
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[SerializeField]
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protected bool inExitingLadderAnimation;
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[vReadOnly(false)]
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[SerializeField]
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protected bool triggerEnterOnce;
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[vReadOnly(false)]
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[SerializeField]
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protected bool triggerExitOnce;
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#endregion
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protected vThirdPersonInput tpInput;
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protected bool isAligningMidAir;
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protected override void SetUpListener()
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{
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actionEnter = false;
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actionStay = true;
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actionExit = true;
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}
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protected override void Start()
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{
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base.Start();
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tpInput = GetComponent<vThirdPersonInput>();
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if (tpInput)
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{
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tpInput.onUpdate -= UpdateLadderBehavior;
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tpInput.onUpdate += UpdateLadderBehavior;
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tpInput.onAnimatorMove -= UsingLadder;
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tpInput.onAnimatorMove += UsingLadder;
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}
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}
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protected virtual void UpdateLadderBehavior()
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{
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AutoEnterLadder();
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EnterLadderInput();
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ExitLadderInput();
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}
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protected virtual void EnterLadderInput()
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{
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if (targetLadderAction == null || tpInput.cc.customAction || tpInput.cc.isJumping || !tpInput.cc.isGrounded || tpInput.cc.isRolling)
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{
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return;
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}
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if (enterInput.GetButtonDown() && !enterLadderStarted && !isUsingLadder && !targetLadderAction.autoAction)
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{
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TriggerEnterLadder();
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}
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}
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protected virtual void ExitLadderInput()
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{
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if (!isUsingLadder)
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{
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return;
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}
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if (tpInput.cc.baseLayerInfo.IsName("EnterLadderTop") || tpInput.cc.baseLayerInfo.IsName("EnterLadderBottom"))
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{
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return;
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}
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if (targetLadderAction == null)
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{
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if (tpInput.cc.IsAnimatorTag("ClimbLadder"))
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{
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if (slideDownInput.GetButtonDown() && !inExitingLadderAnimation)
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{
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tpInput.cc.animator.CrossFadeInFixedTime("Ladder_SlideDown", 0.2f);
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}
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// exit ladder at any moment by pressing the cancelInput
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if (exitInput.GetButtonDown())
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{
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if (debugMode)
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{
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Debug.Log("Quick Exit..." + currentLadderAction.name + "_" + currentLadderAction.transform.parent.gameObject.name);
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}
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tpInput.cc.animator.speed = 1;
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tpInput.cc.animator.CrossFadeInFixedTime("QuickExitLadder", 0.1f);
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Invoke("ResetPlayerSettings", .5f);
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}
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}
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}
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else
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{
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currentLadderAction = targetLadderAction;
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var animationClip = targetLadderAction.exitAnimation;
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if (animationClip == "ExitLadderBottom")
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{
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// exit ladder when reach the bottom by pressing the cancelInput or pressing down at
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if (exitInput.GetButtonDown() && !triggerExitOnce || (speed <= -0.05f && !triggerExitOnce) || (tpInput.cc.IsAnimatorTag("LadderSlideDown") && targetLadderAction != null && !triggerExitOnce))
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{
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if (debugMode)
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{
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Debug.Log("Exit Bottom..." + currentLadderAction.name + "_" + currentLadderAction.transform.parent.gameObject.name);
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}
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triggerExitOnce = true;
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tpInput.cc.animator.CrossFadeInFixedTime(targetLadderAction.exitAnimation, 0.1f); // trigger the animation clip
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}
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}
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else if (animationClip == "ExitLadderTop" && tpInput.cc.IsAnimatorTag("ClimbLadder")) // exit the ladder from the top
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{
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if ((speed >= 0.05f) && !triggerExitOnce && !tpInput.cc.animator.IsInTransition(0)) // trigger the exit animation by pressing up
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{
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if (debugMode)
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{
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Debug.Log("Exit Top..." + currentLadderAction.name + "_" + currentLadderAction.transform.parent.gameObject.name);
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}
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triggerExitOnce = true;
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tpInput.cc.animator.CrossFadeInFixedTime(targetLadderAction.exitAnimation, 0.1f); // trigger the animation clip
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}
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}
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}
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}
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protected virtual void AutoEnterLadder()
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{
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if (targetLadderAction == null || !targetLadderAction.autoAction)
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{
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return;
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}
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if (tpInput.cc.customAction || isUsingLadder || tpInput.cc.animator.IsInTransition(0) || tpInput.cc.isRolling)
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{
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return;
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}
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// enter the ladder automatically if checked with autoAction
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if (targetLadderAction.autoAction && tpInput.cc.input != Vector3.zero && !tpInput.cc.customAction)
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{
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var inputDir = Camera.main.transform.TransformDirection(new Vector3(tpInput.cc.input.x, 0f, tpInput.cc.input.z));
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inputDir.y = 0f;
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var dist = Vector3.Distance(inputDir.normalized, targetLadderAction.transform.forward);
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if (dist < 0.8f)
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{
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TriggerEnterLadder();
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}
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}
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}
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public virtual void TriggerMidAirEnterLadder(vTriggerLadderMiddle ladderMiddle)
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{
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if (tpInput.cc.isGrounded || isAligningMidAir) return;
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isAligningMidAir = true;
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Vector3 pos = ladderMiddle.refTarget.position;
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bool pointFounded = false;
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float distance = Vector3.Distance(pos, transform.position);
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int steps = (int)(ladderMiddle._collider.size.y / ladderMiddle.stepHeight);
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for (int i = 0; i < steps; i++)
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{
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pos = ladderMiddle.refTarget.position + ladderMiddle.transform.up * ladderMiddle.stepHeight * i;
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var _distance = Vector3.Distance(pos, transform.position);
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if (_distance <= distance)
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{
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distance = _distance;
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pointFounded = true;
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}
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else if (pointFounded)
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{
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break;
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}
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}
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tpInput.cc.DisableGravityAndCollision();
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tpInput.cc.isCrouching = false;
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tpInput.cc.ControlCapsuleHeight();
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tpInput.UpdateCameraStates();
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tpInput.cc.UpdateAnimator();
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triggerEnterOnce = true;
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enterLadderStarted = true;
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tpInput.cc.animator.SetInteger(vAnimatorParameters.ActionState, 1); // set actionState 1 to avoid falling transitions
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tpInput.cc.StopCharacter();
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tpInput.SetLockAllInput(true);
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tpInput.cc.ResetInputAnimatorParameters();
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var localPos = ladderMiddle.transform.InverseTransformPoint(transform.position);
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if (localPos.x >= 0f)
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tpInput.cc.animator.CrossFadeInFixedTime("IdleLadder_Left", 0.25f); // trigger the action animation clip
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else
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tpInput.cc.animator.CrossFadeInFixedTime("IdleLadder_Right", 0.25f); // trigger the action animation clip
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tpInput.cc.disableAnimations = true;
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StartCoroutine(AlignToMiddleLadder(pos, ladderMiddle.refTarget.rotation));
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}
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IEnumerator AlignToMiddleLadder(Vector3 pos, Quaternion rot)
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{
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float time = 0f;
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Vector3 position = transform.position;
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Quaternion rotation = transform.rotation;
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while (time <= 1f)
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{
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transform.position = Vector3.Lerp(position, pos, time);
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transform.rotation = Quaternion.Lerp(rotation, rot, time);
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time += Time.fixedDeltaTime * 8f;
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yield return null;
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}
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do
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{
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transform.position = pos;
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transform.rotation = rot;
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yield return null;
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}
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while (tpInput.cc.animator.IsInTransition(0));
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yield return new WaitForEndOfFrame();
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isUsingLadder = true;
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isAligningMidAir = false;
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}
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protected virtual void TriggerEnterLadder()
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{
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if (debugMode)
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{
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Debug.Log("Enter Ladder");
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}
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OnExitTriggerLadder.Invoke();
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if (targetLadderAction.targetCharacterParent)
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{
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transform.parent = targetLadderAction.targetCharacterParent;
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}
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tpInput.cc.isCrouching = false;
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tpInput.cc.ControlCapsuleHeight();
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tpInput.UpdateCameraStates();
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tpInput.cc.UpdateAnimator();
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OnEnterLadder.Invoke();
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triggerEnterOnce = true;
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enterLadderStarted = true;
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tpInput.cc.animator.SetInteger(vAnimatorParameters.ActionState, 1); // set actionState 1 to avoid falling transitions
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tpInput.SetLockAllInput(true);
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tpInput.cc.ResetInputAnimatorParameters();
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targetLadderAction.OnDoAction.Invoke();
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currentLadderAction = targetLadderAction;
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//tpInput.cc.animator.updateMode = AnimatorUpdateMode.Normal;
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if (!string.IsNullOrEmpty(currentLadderAction.playAnimation))
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{
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if (debugMode)
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{
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Debug.Log("TriggerAnimation " + currentLadderAction.name + "_" + currentLadderAction.transform.parent.gameObject.name);
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}
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tpInput.cc.animator.CrossFadeInFixedTime(currentLadderAction.playAnimation, 0.25f); // trigger the action animation clip
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isUsingLadder = true;
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tpInput.cc.disableAnimations = true;
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tpInput.cc.StopCharacter();
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}
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}
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protected virtual void UsingLadder()
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{
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if (!isUsingLadder)
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{
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return;
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}
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// update the base layer to know what animations are being played
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tpInput.cc.AnimatorLayerControl();
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tpInput.cc.ActionsControl();
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// update camera movement
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tpInput.CameraInput();
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// go up or down
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speed = verticalInput.GetAxis();
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tpInput.cc.animator.SetFloat(vAnimatorParameters.InputVertical, speed, 0.1f, Time.deltaTime);
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if (speed >= 0.05f || speed <= -0.05f)
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{
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tpInput.cc.animator.speed = Mathf.Lerp(tpInput.cc.animator.speed, currentClimbSpeed, 2f * Time.deltaTime);
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}
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else
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{
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tpInput.cc.animator.speed = Mathf.Lerp(tpInput.cc.animator.speed, 1f, 2f * Time.deltaTime);
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}
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// increase speed by input and consume stamina
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if (fastClimbInput.GetButton() && tpInput.cc.currentStamina > 0)
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{
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currentClimbSpeed = fastClimbSpeed;
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StaminaConsumption();
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}
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else
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{
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currentClimbSpeed = climbSpeed;
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}
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// enter ladder behaviour
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var _inEnterLadderAnimation = tpInput.cc.baseLayerInfo.IsName("EnterLadderTop") || tpInput.cc.baseLayerInfo.IsName("EnterLadderBottom") && !tpInput.cc.animator.IsInTransition(0);
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if (_inEnterLadderAnimation)
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{
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this.inEnterLadderAnimation = true;
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tpInput.cc.DisableGravityAndCollision(); // disable gravity & turn collision trigger
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// disable ingame hud
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if (currentLadderAction != null)
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{
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currentLadderAction.OnPlayerExit.Invoke();
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}
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if (currentLadderAction.useTriggerRotation)
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{
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if (debugMode)
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{
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Debug.Log("Rotating to target..." + currentLadderAction.name + "_" + currentLadderAction.transform.parent.gameObject.name);
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}
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EvaluateToRotation(currentLadderAction.enterRotationCurve, currentLadderAction.matchTarget.transform.rotation, tpInput.cc.baseLayerInfo.normalizedTime);
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}
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if (currentLadderAction.matchTarget != null)
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{
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if (transform.parent != currentLadderAction.targetCharacterParent)
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{
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transform.parent = currentLadderAction.targetCharacterParent;
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}
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if (debugMode)
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{
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Debug.Log("Match Target to Enter..." + currentLadderAction.name + "_" + currentLadderAction.transform.parent.gameObject.name);
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}
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EvaluateToPosition(currentLadderAction.enterPositionXZCurve, currentLadderAction.enterPositionYCurve, currentLadderAction.matchTarget.position, tpInput.cc.baseLayerInfo.normalizedTime);
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}
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}
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if (!_inEnterLadderAnimation && inEnterLadderAnimation)
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{
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enterLadderStarted = false;
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inEnterLadderAnimation = false;
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}
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TriggerExitLadder();
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}
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protected virtual void TriggerExitLadder()
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{
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// exit ladder behaviour
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inExitingLadderAnimation = tpInput.cc.baseLayerInfo.IsName("ExitLadderTop") || tpInput.cc.baseLayerInfo.IsName("ExitLadderBottom") || tpInput.cc.baseLayerInfo.IsName("QuickExitLadder");
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if (inExitingLadderAnimation)
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{
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tpInput.cc.animator.speed = 1;
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if (currentLadderAction.exitMatchTarget != null && !tpInput.cc.baseLayerInfo.IsName("QuickExitLadder"))
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{
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if (debugMode)
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{
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Debug.Log("Match Target to exit..." + currentLadderAction.name + "_" + currentLadderAction.transform.parent.gameObject.name);
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}
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EvaluateToPosition(currentLadderAction.exitPositionXZCurve, currentLadderAction.exitPositionYCurve, currentLadderAction.exitMatchTarget.position, tpInput.cc.baseLayerInfo.normalizedTime);
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}
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var newRot = new Vector3(0, tpInput.animator.rootRotation.eulerAngles.y, 0);
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EvaluateToRotation(currentLadderAction.exitRotationCurve, Quaternion.Euler(newRot), tpInput.cc.baseLayerInfo.normalizedTime);
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if (tpInput.cc.baseLayerInfo.normalizedTime >= 0.8f)
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{
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// after playing the animation we reset some values
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ResetPlayerSettings();
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}
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}
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}
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protected virtual void EvaluateToPosition(AnimationCurve XZ, AnimationCurve Y, Vector3 targetPosition, float normalizedTime)
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{
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Vector3 rootPosition = tpInput.cc.animator.rootPosition;
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float evaluatedXZ = XZ.Evaluate(normalizedTime);
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float evaluatedY = Y.Evaluate(normalizedTime);
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if (evaluatedXZ < 1f)
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{
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rootPosition.x = Mathf.Lerp(rootPosition.x, targetPosition.x, evaluatedXZ);
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rootPosition.z = Mathf.Lerp(rootPosition.z, targetPosition.z, evaluatedXZ);
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}
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if (evaluatedY < 1f)
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{
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rootPosition.y = Mathf.Lerp(rootPosition.y, targetPosition.y, evaluatedY);
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}
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transform.position = rootPosition;
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}
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protected virtual void EvaluateToRotation(AnimationCurve curve, Quaternion targetRotation, float normalizedTime)
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{
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Quaternion rootRotation = tpInput.cc.animator.rootRotation;
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float evaluatedCurve = curve.Evaluate(normalizedTime);
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if (evaluatedCurve < 1)
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{
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rootRotation = Quaternion.Lerp(rootRotation, targetRotation, evaluatedCurve);
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}
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transform.rotation = rootRotation;
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}
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protected virtual void StaminaConsumption()
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{
|
||||
if (tpInput.cc.currentStamina <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
tpInput.cc.ReduceStamina(fastClimbStamina, true); // call the ReduceStamina method from the player
|
||||
tpInput.cc.currentStaminaRecoveryDelay = 0.25f; // delay to start recovery stamina
|
||||
}
|
||||
|
||||
protected virtual void AddLadderTrigger(vTriggerLadderAction _ladderAction)
|
||||
{
|
||||
if (targetLadderAction != _ladderAction)
|
||||
{
|
||||
targetLadderAction = _ladderAction;
|
||||
if (debugMode)
|
||||
{
|
||||
Debug.Log("TriggerStay " + targetLadderAction.name + "_" + targetLadderAction.transform.parent.gameObject.name);
|
||||
}
|
||||
}
|
||||
|
||||
if (!actionTriggers.Contains(targetLadderAction))
|
||||
{
|
||||
actionTriggers.Add(targetLadderAction);
|
||||
targetLadderAction.OnPlayerEnter.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void RemoveLadderTrigger(vTriggerLadderAction _ladderAction)
|
||||
{
|
||||
if (_ladderAction == targetLadderAction)
|
||||
{
|
||||
targetLadderAction = null;
|
||||
}
|
||||
|
||||
if (actionTriggers.Contains(_ladderAction))
|
||||
{
|
||||
actionTriggers.Remove(_ladderAction);
|
||||
_ladderAction.OnPlayerExit.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void CheckForTriggerAction(Collider other)
|
||||
{
|
||||
// assign the component - it will be null when he exit the trigger area
|
||||
var _ladderAction = other.GetComponent<vTriggerLadderAction>();
|
||||
if (!_ladderAction)
|
||||
{
|
||||
AddLadderTrigger(_ladderAction);
|
||||
return;
|
||||
}
|
||||
// check the maxAngle too see if the character can do the action
|
||||
var dist = Vector3.Distance(transform.forward, _ladderAction.transform.forward);
|
||||
|
||||
if (isUsingLadder && _ladderAction != null)
|
||||
{
|
||||
if (targetLadderAction != _ladderAction)
|
||||
{
|
||||
targetLadderAction = _ladderAction;
|
||||
if (!actionTriggers.Contains(targetLadderAction))
|
||||
{
|
||||
actionTriggers.Add(targetLadderAction);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ((_ladderAction.activeFromForward == false || dist <= 0.8f) && !isUsingLadder)
|
||||
{
|
||||
AddLadderTrigger(_ladderAction);
|
||||
OnEnterTriggerLadder.Invoke();
|
||||
}
|
||||
else
|
||||
{
|
||||
RemoveLadderTrigger(_ladderAction);
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void ResetPlayerSettings()
|
||||
{
|
||||
if (debugMode)
|
||||
{
|
||||
Debug.Log("Reset Player Settings");
|
||||
}
|
||||
|
||||
speed = 0f;
|
||||
targetLadderAction = null;
|
||||
isUsingLadder = false;
|
||||
OnExitLadder.Invoke();
|
||||
triggerExitOnce = false;
|
||||
triggerEnterOnce = false;
|
||||
inEnterLadderAnimation = false;
|
||||
enterLadderStarted = false;
|
||||
tpInput.cc.animator.SetInteger(vAnimatorParameters.ActionState, 0);
|
||||
tpInput.cc.EnableGravityAndCollision();
|
||||
tpInput.SetLockAllInput(false);
|
||||
tpInput.cc.StopCharacter();
|
||||
tpInput.cc.disableAnimations = false;
|
||||
//tpInput.cc.animator.updateMode = AnimatorUpdateMode.AnimatePhysics;
|
||||
if (transform.parent != null)
|
||||
{
|
||||
transform.parent = null;
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnActionStay(Collider other)
|
||||
{
|
||||
if (other.gameObject.CompareTag(actionTag))
|
||||
{
|
||||
CheckForTriggerAction(other);
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnActionExit(Collider other)
|
||||
{
|
||||
if (other.gameObject.CompareTag(actionTag))
|
||||
{
|
||||
var _ladderAction = other.GetComponent<vTriggerLadderAction>();
|
||||
if (!_ladderAction)
|
||||
{
|
||||
return;
|
||||
}
|
||||
RemoveLadderTrigger(_ladderAction);
|
||||
if (debugMode)
|
||||
{
|
||||
Debug.Log("TriggerExit " + other.name + "_" + other.transform.parent.gameObject.name);
|
||||
}
|
||||
|
||||
OnExitTriggerLadder.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user