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KinematicControllerWrapper.cs
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KinematicControllerWrapper.cs
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using KinematicCharacterController;
using MxMGameplay;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Assertions;
using KinematicCharacterController.Examples;
using MxM;
using AC;
public class KinematicControllerWrapper : GenericControllerWrapper
{
bool _hubridOn = false;
public MxMAnimator MxMAnimator;
public Animator Animator;
#region ACVariables
public AC.Char characterAC;
public ControlState GetControlState()
{
if (!KickStarter.stateHandler.IsInGameplay() || !characterAC.IsPlayer || characterAC.IsMovingAlongPath() || KickStarter.settingsManager.movementMethod == MovementMethod.PointAndClick
)
{
if (characterAC.charState == CharState.Move)
{
return ControlState.UnityPathfinding;
}
else
{
return ControlState.ACTurning;
}
}
return ControlState.UnderDirectControl;
}
public enum ControlState { Null, UnderDirectControl, UnityPathfinding, ACTurning };
private ControlState controlState = ControlState.Null;
#endregion
#region MovementVariables
public MyTrajectoryGenerator mxMTrajectoryGenerator;
[SerializeField]
private bool m_applyGravityWhenGrounded = false;
private KinematicCharacterMotor _kinematicCharacterMotor;
[SerializeField] private ExampleCharacterController _characterController;
[SerializeField] private CustomInput _customInput;
public float MoveSpeed;
#endregion
#region GenericWrapperOverrides
private bool m_enableCollision = true;
public override bool IsGrounded { get { return _kinematicCharacterMotor.GroundingStatus.IsStableOnGround; } }
public override bool ApplyGravityWhenGrounded { get { return m_applyGravityWhenGrounded; } }
public override Vector3 Velocity { get { return _kinematicCharacterMotor.Velocity; } }
public override float MaxStepHeight
{
get { return _kinematicCharacterMotor.MaxStepHeight; }
set { }
}
public override float Height
{
get { return _kinematicCharacterMotor.Capsule.height; }
set { _kinematicCharacterMotor.Capsule.height = value; }
}
public override Vector3 Center
{
get { return _kinematicCharacterMotor.CharacterTransformToCapsuleCenter; }
set {}
}
public override float Radius
{
get { return _kinematicCharacterMotor.Capsule.radius; }
set { _kinematicCharacterMotor.Capsule.radius = value; }
}
public override void Initialize()
{
//m_characterController.enableOverlapRecovery = true;
}
public override Vector3 GetCachedMoveDelta() { return Vector3.zero; }
public override Quaternion GetCachedRotDelta() { return Quaternion.identity; }
//Gets or sets whether collision is enabled (GenericControllerWrapper override)
public override bool CollisionEnabled
{
get { return m_enableCollision; }
set
{
if (m_enableCollision != value)
{
if (m_enableCollision)
_kinematicCharacterMotor.enabled = false;
else
_kinematicCharacterMotor.enabled = true;
}
m_enableCollision = value;
}
}
#endregion
//============================================================================================
/**
* @brief Sets up the wrapper, getting a reference to an attached character controller
*
*********************************************************************************************/
private void Awake()
{
_kinematicCharacterMotor = GetComponent<KinematicCharacterMotor>();
Assert.IsNotNull(_kinematicCharacterMotor, "Error (UnityControllerWrapper): Could not find" +
"CharacterController component");
//m_characterController.enableOverlapRecovery = true;
}
//============================================================================================
/**
* @brief Moves the controller by an absolute Vector3 tranlation. Delta time must be applied
* before passing a_move to this function.
*
* @param [Vector3] a_move - the movement vector
*
*********************************************************************************************/
public void Animate(string animation = "")
{
_hubridOn = true;
if (animation == "")
{
MxMAnimator.BlendInController(.5f);
return;
}
Animator.SetTrigger(animation);
}
public override void Move(Vector3 a_move)
{
if (_hubridOn && ( mxMTrajectoryGenerator.InputVector != Vector3.zero || Input.GetKeyDown(KeyCode.Space)))
{
_hubridOn = false;
MxMAnimator.BlendOutController(.5f);
}
UpdateControlState();
if (m_enableCollision)
{
UpdateMovement(a_move);
}
}
private void UpdateMovement(Vector3 a_move)
{
switch (controlState)
{
case ControlState.UnderDirectControl:
UpdateDirectInput(a_move);
break;
case ControlState.UnityPathfinding:
UpdatePathfindInput(a_move);
break;
case ControlState.ACTurning:
UpdateJustTurningInput();
break;
}
}
public void UpdateJustTurningInput()
{
// Apply inputs to character
//_characterController.SetInputs(ref characterInputs);
// Stop regular input, halt movement, and use GetFrameRotation to manually enforce the per-frame rotation
AICharacterInputs inputs = new AICharacterInputs();
_characterController.SetInputs(ref inputs);
_characterController.Motor.BaseVelocity = Vector3.zero;
// _characterController.Motor.SetRotation(characterAC.GetFrameRotation()); // edit
}
private void UpdatePathfindInput(Vector3 a_move)
{
// Read the AC.Char script's GetTargetPosition and GetTargetRotation methods to dictate how the Controller / Motor should be affected
/*
AICharacterInputs inputs = new AICharacterInputs
{
MoveVector = targetDirection
};
_characterController.SetInputs(ref inputs);
_characterController.Motor.RotateCharacter(characterAC.GetTargetRotation());*/
/*Vector3 targetPosition = characterAC.GetTargetPosition();
Vector3 targetDirection = (targetPosition - _characterController.Motor.TransientPosition).normalized;*/
PlayerCharacterInputs characterInputs = new PlayerCharacterInputs
{
// Build the CharacterInputs struct
MoveAxisForward = a_move.z * MoveSpeed,
MoveAxisRight = a_move.x * MoveSpeed,
CameraRotation = Quaternion.identity,
};
// Apply inputs to character
_characterController.SetInputs(ref characterInputs);
}
private void UpdateDirectInput(Vector3 a_move)
{
/*if (a_move.x == 0 && a_move.z == 0 && !Input.GetKeyDown(KeyCode.Space))
{
AICharacterInputs inputs = new AICharacterInputs();
_characterController.SetInputs(ref inputs);
_characterController.Motor.BaseVelocity = Vector3.zero;
return;
}*/
PlayerCharacterInputs characterInputs = new PlayerCharacterInputs
{
// Build the CharacterInputs struct
MoveAxisForward = a_move.z * MoveSpeed,
MoveAxisRight = a_move.x * MoveSpeed,
CameraRotation = Quaternion.identity,
JumpDown = Input.GetKeyDown(KeyCode.Space)
};
// Apply inputs to character
_characterController.SetInputs(ref characterInputs);
}
//change State based on AC
private void UpdateControlState()
{
// Check if we want to determine the character's position through AC, or just through direct input
if (!KickStarter.stateHandler.IsInGameplay() || !characterAC.IsPlayer || characterAC.IsMovingAlongPath() || KickStarter.settingsManager.movementMethod == MovementMethod.PointAndClick)
{
// Check if we want to make the character pathfind, or do nothing while AC turns them
if (characterAC.charState == CharState.Move)
{
mxMTrajectoryGenerator.IsPointAndClick = true;
if (_customInput!= null)
{
_customInput.IsPointAndClick = true;
}
controlState = ControlState.UnityPathfinding;
}
else
{
if (_customInput != null)
{
_customInput.IsPointAndClick = true;
}
mxMTrajectoryGenerator.IsPointAndClick = true;
controlState = ControlState.ACTurning;
}
}
else
{
mxMTrajectoryGenerator.IsPointAndClick = false;
if (_customInput != null)
{
_customInput.IsPointAndClick = false;
}
controlState = ControlState.UnderDirectControl;
}
}
private void OnTeleport()
{
// This function is called by the Char script whenever the character has been teleported.
_characterController.Motor.BaseVelocity = Vector3.zero;
_characterController.Motor.SetPosition(characterAC.GetTargetPosition());
_characterController.Motor.SetRotation(characterAC.GetTargetRotation());
if (_characterController.OrientationMethod == OrientationMethod.TowardsCamera)
{
ACDebug.LogWarning("Setting rotation to " + characterAC.GetTargetRotation() + ", but may not stick since the Orienation Method is Towards Camera.", gameObject);
}
}
//============================================================================================
/**
* @brief Moves the controller by an absolute Vector3 tranlation and sets the new rotation
* of the controller. Delta time must be applied before passing a_move to this function.
*
* @param [Vector3] a_move - the movement vector
* @param [Quaternion] a_newRotation - the new rotation for the character
*
*********************************************************************************************/
public override void MoveAndRotate(Vector3 a_move, Quaternion a_rotDelta)
{
//_kinematicCharacterMotor.transform.rotation *= a_rotDelta;
/*if (m_enableCollision)
{
_kinematicCharacterMotor.MoveCharacter(a_move);
}
else
{
_kinematicCharacterMotor.transform.Translate(a_move, Space.World);
}*/
}
//============================================================================================
/**
* @brief Sets the rotation of the character contorller with interpolation if supported
*
* @param [Quaternion] a_newRotation - the new rotation for the character
*
*********************************************************************************************/
public override void Rotate(Quaternion a_rotDelta)
{
//_kinematicCharacterMotor.transform.rotation *= a_rotDelta;
}
//============================================================================================
/**
* @brief Monobehaviour OnEnable function which simply passes the enabling status onto the
* controller compopnnet
*
*********************************************************************************************/
private void OnEnable()
{
_kinematicCharacterMotor.enabled = true;
}
//============================================================================================
/**
* @brief Monobehaviour OnDisable function which simply passes the disabling status onto the
* controller compopnnet
*
*********************************************************************************************/
private void OnDisable()
{
_kinematicCharacterMotor.enabled = true;
}
//============================================================================================
/**
* @brief Sets the position of the character controller (teleport)
*
* @param [Vector3] a_position - the new position
*
*********************************************************************************************/
public override void SetPosition(Vector3 a_position)
{
//transform.position = a_position;
}
//============================================================================================
/**
* @brief Sets the rotation of the character controller (teleport)
*
* @param [Quaternion] a_rotation - the new rotation
*
*********************************************************************************************/
public override void SetRotation(Quaternion a_rotation)
{
//transform.rotation = a_rotation;
}
//============================================================================================
/**
* @brief Sets the position and rotation of the character controller (teleport)
*
* @param [Vector3] a_position - the new position
* @param [Quaternion] a_rotation - the new rotation
*
*********************************************************************************************/
public override void SetPositionAndRotation(Vector3 a_position, Quaternion a_rotation)
{
//transform.SetPositionAndRotation(a_position, a_rotation);
}
}