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42 行
1.2 KiB
42 行
1.2 KiB
using UnityEngine;
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using UOP1.StateMachine;
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using UOP1.StateMachine.ScriptableObjects;
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[CreateAssetMenu(fileName = "IsSliding", menuName = "State Machines/Conditions/Is Sliding")]
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public class IsSlidingConditionSO : StateConditionSO<IsSlidingCondition> { }
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public class IsSlidingCondition : Condition
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{
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private CharacterController _characterController;
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private Protagonist _protagonistScript;
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public override void Awake(StateMachine stateMachine)
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{
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_characterController = stateMachine.GetComponent<CharacterController>();
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_protagonistScript = stateMachine.GetComponent<Protagonist>();
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}
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protected override bool Statement()
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{
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//First frame fail check
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if (_protagonistScript.lastHit == null)
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return false;
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float stepHeight = _protagonistScript.lastHit.point.y - _protagonistScript.transform.position.y;
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bool isWalkableStep = stepHeight <= _characterController.stepOffset;
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float currentSlope = Vector3.Angle(Vector3.up, _protagonistScript.lastHit.normal);
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bool isSlopeTooSteep = currentSlope >= _characterController.slopeLimit;
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if (!isSlopeTooSteep)
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{
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//Pendence is within slope limits
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return false;
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}
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else
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{
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//If the slope is too steep, we prevent sliding if it's within the step limit
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return !isWalkableStep;
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}
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}
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}
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