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42 行
1.3 KiB
42 行
1.3 KiB
using UnityEngine;
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using UOP1.StateMachine;
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using UOP1.StateMachine.ScriptableObjects;
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[CreateAssetMenu(menuName = "State Machines/Conditions/Has Hit the Head")]
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public class HasHitHeadConditionSO : StateConditionSO<HasHitHeadCondition> { }
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public class HasHitHeadCondition : Condition
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{
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//Component references
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private Protagonist _protagonistScript;
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private CharacterController _characterController;
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private Transform _transform;
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public override void Awake(StateMachine stateMachine)
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{
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_transform = stateMachine.GetComponent<Transform>();
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_protagonistScript = stateMachine.GetComponent<Protagonist>();
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_characterController = stateMachine.GetComponent<CharacterController>();
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}
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protected override bool Statement()
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{
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bool isMovingUpwards = _protagonistScript.movementVector.y > 0f;
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if (isMovingUpwards)
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{
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// Making sure the collision is near the top of the head
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float permittedDistance = _characterController.radius / 2f;
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float topPositionY = _transform.position.y + _characterController.height;
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float distance = Mathf.Abs(_protagonistScript.lastHit.point.y - topPositionY);
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if (distance <= permittedDistance)
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{
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_protagonistScript.jumpInput = false;
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_protagonistScript.movementVector.y = 0f;
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return true;
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}
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}
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return false;
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}
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}
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