Movement WORKS YAY
This commit is contained in:
1 parent
7098d938a7
commit
739d1f0374
68 files changed
+70968
-10846
No files matched your search
@@ -1,26 +1,187 @@
|
||||
using System.Threading;
|
||||
using Code.Game.Gameplay.Player;
|
||||
using Code.Infrastructure.Camera;
|
||||
using Code.Infrastructure.Input;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using KinematicCharacterController;
|
||||
using Reflex.Attributes;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
namespace Code.OfficeGame.BattleMode.Actions
|
||||
{
|
||||
public class BattleActionMove : BattleAction
|
||||
{
|
||||
private NavMeshPath _path = new();
|
||||
private Vector3 _endPosition;
|
||||
public override void Tick(float tickDelta)
|
||||
private CameraStateMachine _cameraStateMachine;
|
||||
private IInputService _inputService;
|
||||
private PlayerMovementController _playerMovementController;
|
||||
|
||||
private readonly NavMeshPath _path = new();
|
||||
private Vector3[] _corners;
|
||||
private int _currentCornerIndex;
|
||||
|
||||
private Vector3 _targetPosition;
|
||||
private LayerMask _navMeshMask;
|
||||
|
||||
private const float StoppingDistance = 0.15f;
|
||||
|
||||
public BattleActionMove(
|
||||
CameraStateMachine cameraStateMachine,
|
||||
IInputService inputService,
|
||||
PlayerMovementController playerMovementController)
|
||||
{
|
||||
KinematicCharacterSystem.Simulate(
|
||||
tickDelta,
|
||||
KinematicCharacterSystem.CharacterMotors,
|
||||
KinematicCharacterSystem.PhysicsMovers
|
||||
);
|
||||
_cameraStateMachine = cameraStateMachine;
|
||||
_inputService = inputService;
|
||||
_playerMovementController = playerMovementController;
|
||||
_navMeshMask = LayerMask.GetMask("Environment");
|
||||
}
|
||||
|
||||
public override async UniTask DecideAction()
|
||||
public override void Tick(float tickDelta)
|
||||
{
|
||||
_endPosition = new Vector3(0,0,0);
|
||||
if (Finished) return;
|
||||
|
||||
if (_corners == null || _currentCornerIndex >= _corners.Length)
|
||||
{
|
||||
StopMovementAndFinish();
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 currentPos = _playerMovementController.Motor.TransientPosition;
|
||||
|
||||
while (_currentCornerIndex < _corners.Length)
|
||||
{
|
||||
Vector3 toCorner = _corners[_currentCornerIndex] - currentPos;
|
||||
toCorner.y = 0f;
|
||||
|
||||
if (toCorner.sqrMagnitude <= StoppingDistance * StoppingDistance)
|
||||
{
|
||||
_currentCornerIndex++;
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (_currentCornerIndex >= _corners.Length)
|
||||
{
|
||||
StopMovementAndFinish();
|
||||
KinematicCharacterSystem.Simulate(
|
||||
tickDelta,
|
||||
KinematicCharacterSystem.CharacterMotors,
|
||||
KinematicCharacterSystem.PhysicsMovers
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 targetCorner = _corners[_currentCornerIndex];
|
||||
Vector3 moveDirection = targetCorner - currentPos;
|
||||
moveDirection.y = 0f;
|
||||
|
||||
float distance = moveDirection.magnitude;
|
||||
Vector3 moveNormal = distance > 0.0001f ? moveDirection / distance : Vector3.zero;
|
||||
|
||||
float maxStep = _playerMovementController.MaxStableMoveSpeed * tickDelta;
|
||||
float inputMagnitude = (_currentCornerIndex == _corners.Length - 1 && distance < maxStep && maxStep > 0f)
|
||||
? distance / maxStep
|
||||
: 1f;
|
||||
|
||||
var aiInputs = new AICharacterInputs
|
||||
{
|
||||
MoveVector = moveNormal * inputMagnitude,
|
||||
Look = moveNormal.sqrMagnitude > 0.0001f
|
||||
? Quaternion.LookRotation(moveNormal, _playerMovementController.Motor.CharacterUp)
|
||||
: _playerMovementController.Motor.TransientRotation
|
||||
};
|
||||
|
||||
_playerMovementController.SetInputs(ref aiInputs);
|
||||
|
||||
KinematicCharacterSystem.Simulate(
|
||||
tickDelta,
|
||||
KinematicCharacterSystem.CharacterMotors,
|
||||
KinematicCharacterSystem.PhysicsMovers
|
||||
);
|
||||
|
||||
Vector3 postMovePos = _playerMovementController.Motor.TransientPosition;
|
||||
Vector3 toFinal = _corners[^1] - postMovePos;
|
||||
toFinal.y = 0f;
|
||||
|
||||
if (_currentCornerIndex >= _corners.Length - 1 && toFinal.sqrMagnitude <= StoppingDistance * StoppingDistance)
|
||||
{
|
||||
StopMovementAndFinish();
|
||||
}
|
||||
}
|
||||
|
||||
private void StopMovementAndFinish()
|
||||
{
|
||||
var emptyInputs = new AICharacterInputs
|
||||
{
|
||||
MoveVector = Vector3.zero,
|
||||
Look = _playerMovementController.Motor.TransientRotation
|
||||
};
|
||||
_playerMovementController.SetInputs(ref emptyInputs);
|
||||
_playerMovementController.Motor.BaseVelocity = Vector3.zero;
|
||||
|
||||
Finished = true;
|
||||
}
|
||||
|
||||
private CancellationTokenSource _waitForEnterTokenSource;
|
||||
private bool _positionChosen;
|
||||
|
||||
public override async UniTask<bool> DecideAction()
|
||||
{
|
||||
_waitForEnterTokenSource = new CancellationTokenSource();
|
||||
_positionChosen = false;
|
||||
_targetPosition = _playerMovementController.transform.position;
|
||||
|
||||
_inputService.BindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Select,
|
||||
SelectPosition);
|
||||
_inputService.BindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Confirm,
|
||||
ConfirmPosition);
|
||||
|
||||
await UniTask.WaitUntilCanceled(_waitForEnterTokenSource.Token).SuppressCancellationThrow();
|
||||
|
||||
_inputService.UnbindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Select,
|
||||
SelectPosition);
|
||||
_inputService.UnbindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Confirm,
|
||||
ConfirmPosition);
|
||||
|
||||
_waitForEnterTokenSource.Dispose();
|
||||
_waitForEnterTokenSource = null;
|
||||
|
||||
Finished = !_positionChosen;
|
||||
return _positionChosen;
|
||||
}
|
||||
|
||||
private void ConfirmPosition(InputAction.CallbackContext input)
|
||||
{
|
||||
Vector3 startPos = _playerMovementController.Motor.TransientPosition;
|
||||
|
||||
if ((_targetPosition - startPos).sqrMagnitude > StoppingDistance * StoppingDistance
|
||||
&& NavMesh.CalculatePath(startPos, _targetPosition, NavMesh.AllAreas, _path)
|
||||
&& _path.corners.Length > 0)
|
||||
{
|
||||
_corners = _path.corners;
|
||||
_currentCornerIndex = _corners.Length > 1 ? 1 : 0;
|
||||
_positionChosen = true;
|
||||
}
|
||||
|
||||
_waitForEnterTokenSource?.Cancel();
|
||||
}
|
||||
|
||||
private void SelectPosition(InputAction.CallbackContext input)
|
||||
{
|
||||
var position = _cameraStateMachine.Camera.transform.position;
|
||||
var direction = _cameraStateMachine.Camera.transform.forward;
|
||||
|
||||
var didHit = Physics.Raycast(position, direction, out RaycastHit hit, Mathf.Infinity, _navMeshMask);
|
||||
|
||||
if (!didHit) return;
|
||||
|
||||
Debug.Log($"Hit {hit.point}");
|
||||
|
||||
_targetPosition = hit.point;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user