summaryrefslogtreecommitdiff
path: root/ActiveRagdoll/Assets/TABG/Scripts/Action/Movement.cs
blob: dcd96a0ad7d804bcb6e0baf77bc1bd4c43c8f555 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
using Rigging.Data;
using Rigging.Inputs;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace Rigging.Action
{

    public class Movement : RiggingActionBase
    {

        private InputHandler inputHandler;

        public float friction = 0.9f;

        public Vector3 movementVector;

        public AnimationParam<float> forceAmounts;

        private RigidbodyHolder allRigs;

        public AnimationCurve jumpCurve;

        public float jumpForce;

        private StandingDataHandler standingData;

        private MovementDataHandler data;

        [HideInInspector, NonSerialized]
        public float multiplier = 1f;

        protected override void OnStart()
        {
            forceAmounts.SetPlayer(player);
            standingData = player.status.standingData;
            inputHandler = player.input;
            allRigs = player.status.body;
            data = player.status.movementData;
        }

        private void FixedUpdate()
        {
            data.sinceJump += Time.fixedDeltaTime;
            movementVector += inputHandler.inputMovementDirection * forceAmounts.current;
            movementVector *= friction;

            allRigs.AddForceToAll(movementVector * multiplier, ForceMode.Acceleration);
        }

        public void Jump()
        {
            if (!(data.sinceJump < 0.5f) && !(standingData.sinceGrounded > 0.3f))
            {
                data.sinceJump = 0f;
                StartCoroutine(AddJumpForce());
            }
        }

        private IEnumerator AddJumpForce()
        {
            float counter = 0f;
            allRigs.ModifyVelocityForEach((_rig) => { return new Vector3(_rig.velocity.x, 0f, _rig.velocity.z); });
            while (counter < jumpCurve.keys[jumpCurve.length - 1].time)
            {
                counter += Time.deltaTime;
                allRigs.AddForceToAll(Vector3.up * multiplier * jumpForce * jumpCurve.Evaluate(counter) * Time.deltaTime, ForceMode.Acceleration);
                yield return null;
            }
        }
    }

}