100 lines
4.1 KiB
C#
100 lines
4.1 KiB
C#
#if GRAPH_DESIGNER
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/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.CharacterControllerTasks
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{
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using Opsive.GraphDesigner.Runtime.Variables;
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using UnityEngine;
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[Opsive.Shared.Utility.Category("Character Controller")]
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[Opsive.Shared.Utility.Description("Moves the character using the Unity CharacterController component based on the input vector. " +
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"The x component controls horizontal movement and the y component controls forward movement.")]
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public class Move : TargetGameObjectAction
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{
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[Tooltip("The input vector used for movement (x = horizontal, y = vertical).")]
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[SerializeField] protected SharedVariable<Vector2> m_InputVector;
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[Tooltip("The movement speed of the character.")]
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[SerializeField] protected SharedVariable<float> m_Speed = 5f;
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[Tooltip("The gravity applied to the character.")]
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[SerializeField] protected SharedVariable<float> m_Gravity = -9.81f;
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[Tooltip("Should the movement be relative to the character's orientation?")]
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[SerializeField] protected SharedVariable<bool> m_RelativeMovement = true;
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[Tooltip("Should the character jump? Set to true to trigger a jump when grounded.")]
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[SerializeField] protected SharedVariable<bool> m_Jump;
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[Tooltip("The height of the jump.")]
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[SerializeField] protected SharedVariable<float> m_JumpHeight = 1.2f;
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private CharacterController m_CharacterController;
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private float m_VerticalVelocity;
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/// <summary>
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/// Initializes the target GameObject.
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/// </summary>
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protected override void InitializeTarget()
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{
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base.InitializeTarget();
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m_CharacterController = m_ResolvedGameObject.GetComponent<CharacterController>();
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}
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/// <summary>
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/// Moves the character based on the input vector.
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/// </summary>
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/// <returns>The status of the action.</returns>
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public override TaskStatus OnUpdate()
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{
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if (m_CharacterController == null) {
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Debug.LogWarning("CharacterControllerMove: No CharacterController component found on the GameObject.");
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return TaskStatus.Success;
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}
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// Calculate the movement direction based on the input vector.
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Vector3 moveDirection;
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if (m_RelativeMovement.Value) {
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moveDirection = transform.right * m_InputVector.Value.x + transform.forward * m_InputVector.Value.y;
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} else {
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moveDirection = new Vector3(m_InputVector.Value.x, 0, m_InputVector.Value.y);
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}
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moveDirection *= m_Speed.Value;
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if (m_CharacterController.isGrounded) {
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// Apply a small downward velocity to keep the character grounded.
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// This ensures isGrounded remains true and handles slopes properly.
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m_VerticalVelocity = -1f;
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// Handle jumping when grounded.
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if (m_Jump.Value) {
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// Calculate jump velocity based on jump height: v = sqrt(2 * g * h).
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m_VerticalVelocity = Mathf.Sqrt(m_JumpHeight.Value * -2f * m_Gravity.Value);
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}
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} else {
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m_VerticalVelocity += m_Gravity.Value * Time.deltaTime;
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}
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moveDirection.y = m_VerticalVelocity;
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// Move the character.
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m_CharacterController.Move(moveDirection * Time.deltaTime);
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return TaskStatus.Running;
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}
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/// <summary>
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/// Resets the action values back to their default.
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/// </summary>
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public override void Reset()
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{
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base.Reset();
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m_InputVector = Vector2.zero;
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m_Speed = 5f;
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m_Gravity = -9.81f;
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m_RelativeMovement = true;
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m_Jump = false;
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m_JumpHeight = 1.2f;
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}
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}
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}
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#endif |