Files
beyond/Assets/ThirdParty/Invector-3rdPersonController/Basic Locomotion/Scripts/CharacterController/Actions/vLadderAction.cs
2024-11-20 15:21:28 +01:00

537 lines
20 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
namespace Invector.vCharacterController.vActions
{
[vClassHeader("Ladder Action", iconName = "ladderIcon")]
public class vLadderAction : vActionListener
{
#region public variables
[vEditorToolbar("Settings", overrideChildOrder: true, order = 0)]
[Tooltip("Tag of the object you want to access")]
public string actionTag = "LadderTrigger";
[Tooltip("Speed multiplier for the climb ladder animations")]
public float climbSpeed = 1.5f;
[Tooltip("Speed multiplier for the climb ladder animations when the fastClimbInput is pressed")]
public float fastClimbSpeed = 3f;
[Tooltip("How much Stamina will be consumed when climbing faster")]
public float fastClimbStamina = 30f;
[Tooltip("Input to use the ladder going up or down")]
public GenericInput verticallInput = new GenericInput("Vertical", "LeftAnalogVertical", "Vertical");
[Tooltip("Input to enter the ladder")]
public GenericInput enterInput = new GenericInput("E", "A", "A");
[Tooltip("Input to exit the ladder")]
public GenericInput exitInput = new GenericInput("Space", "B", "B");
[Tooltip("Input to climb faster")]
public GenericInput fastClimbInput = new GenericInput("LeftShift", "LeftStickClick", "LeftStickClick");
[Tooltip("Input to climb faster")]
public GenericInput slideDownInput = new GenericInput("Q", "X", "X");
[vEditorToolbar("Events")]
public UnityEvent OnEnterLadder;
public UnityEvent OnExitLadder;
public UnityEvent OnEnterTriggerLadder;
public UnityEvent OnExitTriggerLadder;
[vEditorToolbar("Debug")]
public bool debugMode;
[vReadOnly(false)]
[SerializeField]
protected vTriggerLadderAction targetLadderAction;
[vReadOnly(false)]
[SerializeField]
protected vTriggerLadderAction currentLadderAction;
//[vReadOnly(false)]
//[SerializeField]
protected List<vTriggerLadderAction> actionTriggers = new List<vTriggerLadderAction>();
[vReadOnly(false)]
[SerializeField]
protected float speed;
[vReadOnly(false)]
[SerializeField]
protected float currentClimbSpeed;
[vReadOnly(false)]
[SerializeField]
protected bool isUsingLadder;
[vReadOnly(false)]
[SerializeField]
protected bool enterLadderStarted;
[vReadOnly(false)]
[SerializeField]
protected bool inEnterLadderAnimation;
[vReadOnly(false)]
[SerializeField]
protected bool inExitingLadderAnimation;
[vReadOnly(false)]
[SerializeField]
protected bool triggerEnterOnce;
[vReadOnly(false)]
[SerializeField]
protected bool triggerExitOnce;
#endregion
protected vThirdPersonInput tpInput;
protected override void SetUpListener()
{
actionEnter = false;
actionStay = true;
actionExit = true;
}
protected override void Start()
{
base.Start();
tpInput = GetComponent<vThirdPersonInput>();
if (tpInput)
{
tpInput.onUpdate -= UpdateLadderBehavior;
tpInput.onUpdate += UpdateLadderBehavior;
tpInput.onAnimatorMove -= UsingLadder;
tpInput.onAnimatorMove += UsingLadder;
//tpInput.cc.onDead.AddListener(OnDead);
}
}
/*
private void OnDead(GameObject g)
{
if (isUsingLadder)
ResetPlayerSettings();
}
*/
protected virtual void UpdateLadderBehavior()
{
AutoEnterLadder();
EnterLadderInput();
ExitLadderInput();
}
protected virtual void EnterLadderInput()
{
if (targetLadderAction == null || tpInput.cc.customAction || tpInput.cc.isJumping || !tpInput.cc.isGrounded || tpInput.cc.isRolling)
{
return;
}
if (enterInput.GetButtonDown() && !enterLadderStarted && !isUsingLadder && !targetLadderAction.autoAction)
{
TriggerEnterLadder();
}
}
protected virtual void ExitLadderInput()
{
if (!isUsingLadder)
{
return;
}
if (tpInput.cc.baseLayerInfo.IsName("EnterLadderTop") || tpInput.cc.baseLayerInfo.IsName("EnterLadderBottom"))
{
return;
}
if (targetLadderAction == null)
{
if (tpInput.cc.IsAnimatorTag("ClimbLadder"))
{
if (slideDownInput.GetButtonDown() && !inExitingLadderAnimation)
{
tpInput.cc.animator.CrossFadeInFixedTime("Ladder_SlideDown", 0.2f);
}
// exit ladder at any moment by pressing the cancelInput
if (exitInput.GetButtonDown())
{
if (debugMode)
{
Debug.Log("Quick Exit..." + currentLadderAction.name + "_" + currentLadderAction.transform.parent.gameObject.name);
}
tpInput.cc.animator.speed = 1;
tpInput.cc.animator.CrossFadeInFixedTime("QuickExitLadder", 0.1f);
Invoke("ResetPlayerSettings", .5f);
}
}
}
else
{
currentLadderAction = targetLadderAction;
var animationClip = targetLadderAction.exitAnimation;
if (animationClip == "ExitLadderBottom")
{
// exit ladder when reach the bottom by pressing the cancelInput or pressing down at
if (exitInput.GetButtonDown() && !triggerExitOnce || (speed <= -0.05f && !triggerExitOnce) || (tpInput.cc.IsAnimatorTag("LadderSlideDown") && targetLadderAction != null && !triggerExitOnce))
{
if (debugMode)
{
Debug.Log("Exit Bottom..." + currentLadderAction.name + "_" + currentLadderAction.transform.parent.gameObject.name);
}
triggerExitOnce = true;
tpInput.cc.animator.CrossFadeInFixedTime(targetLadderAction.exitAnimation, 0.1f); // trigger the animation clip
}
}
else if (animationClip == "ExitLadderTop" && tpInput.cc.IsAnimatorTag("ClimbLadder")) // exit the ladder from the top
{
if ((speed >= 0.05f) && !triggerExitOnce && !tpInput.cc.animator.IsInTransition(0)) // trigger the exit animation by pressing up
{
if (debugMode)
{
Debug.Log("Exit Top..." + currentLadderAction.name + "_" + currentLadderAction.transform.parent.gameObject.name);
}
triggerExitOnce = true;
tpInput.cc.animator.CrossFadeInFixedTime(targetLadderAction.exitAnimation, 0.1f); // trigger the animation clip
}
}
}
}
protected virtual void AutoEnterLadder()
{
if (targetLadderAction == null || !targetLadderAction.autoAction)
{
return;
}
if (tpInput.cc.customAction || isUsingLadder || tpInput.cc.animator.IsInTransition(0))
{
return;
}
// enter the ladder automatically if checked with autoAction
if (targetLadderAction.autoAction && tpInput.cc.input != Vector3.zero && !tpInput.cc.customAction)
{
var inputDir = Camera.main.transform.TransformDirection(new Vector3(tpInput.cc.input.x, 0f, tpInput.cc.input.z));
inputDir.y = 0f;
var dist = Vector3.Distance(inputDir.normalized, targetLadderAction.transform.forward);
if (dist < 0.8f)
{
TriggerEnterLadder();
}
}
}
protected virtual void TriggerEnterLadder()
{
if (debugMode)
{
Debug.Log("Enter Ladder");
}
OnExitTriggerLadder.Invoke();
if (targetLadderAction.targetCharacterParent)
{
transform.parent = targetLadderAction.targetCharacterParent;
}
tpInput.cc.isCrouching = false;
tpInput.cc.ControlCapsuleHeight();
tpInput.UpdateCameraStates();
tpInput.cc.UpdateAnimator();
OnEnterLadder.Invoke();
triggerEnterOnce = true;
enterLadderStarted = true;
tpInput.cc.animator.SetInteger(vAnimatorParameters.ActionState, 1); // set actionState 1 to avoid falling transitions
tpInput.SetLockAllInput(true);
tpInput.cc.ResetInputAnimatorParameters();
targetLadderAction.OnDoAction.Invoke();
currentLadderAction = targetLadderAction;
//tpInput.cc.animator.updateMode = AnimatorUpdateMode.Normal;
if (!string.IsNullOrEmpty(currentLadderAction.playAnimation))
{
if (debugMode)
{
Debug.Log("TriggerAnimation " + currentLadderAction.name + "_" + currentLadderAction.transform.parent.gameObject.name);
}
tpInput.cc.animator.CrossFadeInFixedTime(currentLadderAction.playAnimation, 0.25f); // trigger the action animation clip
isUsingLadder = true;
tpInput.cc.disableAnimations = true;
tpInput.cc.StopCharacter();
}
}
protected virtual void UsingLadder()
{
if (!isUsingLadder)
{
return;
}
// update the base layer to know what animations are being played
tpInput.cc.AnimatorLayerControl();
tpInput.cc.ActionsControl();
// update camera movement
tpInput.CameraInput();
// go up or down
speed = verticallInput.GetAxis();
tpInput.cc.animator.SetFloat(vAnimatorParameters.InputVertical, speed, 0.1f, Time.deltaTime);
if (speed >= 0.05f || speed <= -0.05f)
{
tpInput.cc.animator.speed = Mathf.Lerp(tpInput.cc.animator.speed, currentClimbSpeed, 2f * Time.deltaTime);
}
else
{
tpInput.cc.animator.speed = Mathf.Lerp(tpInput.cc.animator.speed, 1f, 2f * Time.deltaTime);
}
// increase speed by input and consume stamina
if (fastClimbInput.GetButton() && tpInput.cc.currentStamina > 0)
{
currentClimbSpeed = fastClimbSpeed;
StaminaConsumption();
}
else
{
currentClimbSpeed = climbSpeed;
}
// enter ladder behaviour
var _inEnterLadderAnimation = tpInput.cc.baseLayerInfo.IsName("EnterLadderTop") || tpInput.cc.baseLayerInfo.IsName("EnterLadderBottom") && !tpInput.cc.animator.IsInTransition(0);
if (_inEnterLadderAnimation)
{
this.inEnterLadderAnimation = true;
tpInput.cc.DisableGravityAndCollision(); // disable gravity & turn collision trigger
// disable ingame hud
if (currentLadderAction != null)
{
currentLadderAction.OnPlayerExit.Invoke();
}
if (currentLadderAction.useTriggerRotation)
{
if (debugMode)
{
Debug.Log("Rotating to target..." + currentLadderAction.name + "_" + currentLadderAction.transform.parent.gameObject.name);
}
EvaluateToRotation(currentLadderAction.enterRotationCurve, currentLadderAction.matchTarget.transform.rotation, tpInput.cc.baseLayerInfo.normalizedTime);
}
if (currentLadderAction.matchTarget != null)
{
if (transform.parent != currentLadderAction.targetCharacterParent)
{
transform.parent = currentLadderAction.targetCharacterParent;
}
if (debugMode)
{
Debug.Log("Match Target to Enter..." + currentLadderAction.name + "_" + currentLadderAction.transform.parent.gameObject.name);
}
EvaluateToPosition(currentLadderAction.enterPositionXZCurve, currentLadderAction.enterPositionYCurve, currentLadderAction.matchTarget.position, tpInput.cc.baseLayerInfo.normalizedTime);
}
}
if (!_inEnterLadderAnimation && inEnterLadderAnimation)
{
enterLadderStarted = false;
inEnterLadderAnimation = false;
}
TriggerExitLadder();
}
protected virtual void TriggerExitLadder()
{
// exit ladder behaviour
inExitingLadderAnimation = tpInput.cc.baseLayerInfo.IsName("ExitLadderTop") || tpInput.cc.baseLayerInfo.IsName("ExitLadderBottom") || tpInput.cc.baseLayerInfo.IsName("QuickExitLadder");
if (inExitingLadderAnimation)
{
tpInput.cc.animator.speed = 1;
if (currentLadderAction.exitMatchTarget != null && !tpInput.cc.baseLayerInfo.IsName("QuickExitLadder"))
{
if (debugMode)
{
Debug.Log("Match Target to exit..." + currentLadderAction.name + "_" + currentLadderAction.transform.parent.gameObject.name);
}
EvaluateToPosition(currentLadderAction.exitPositionXZCurve, currentLadderAction.exitPositionYCurve, currentLadderAction.exitMatchTarget.position, tpInput.cc.baseLayerInfo.normalizedTime);
}
var newRot = new Vector3(0, tpInput.animator.rootRotation.eulerAngles.y, 0);
EvaluateToRotation(currentLadderAction.exitRotationCurve, Quaternion.Euler(newRot), tpInput.cc.baseLayerInfo.normalizedTime);
if (tpInput.cc.baseLayerInfo.normalizedTime >= 0.8f)
{
// after playing the animation we reset some values
ResetPlayerSettings();
}
}
}
protected virtual void EvaluateToPosition(AnimationCurve XZ, AnimationCurve Y, Vector3 targetPosition, float normalizedTime)
{
Vector3 rootPosition = tpInput.cc.animator.rootPosition;
float evaluatedXZ = XZ.Evaluate(normalizedTime);
float evaluatedY = Y.Evaluate(normalizedTime);
if (evaluatedXZ < 1f)
{
rootPosition.x = Mathf.Lerp(rootPosition.x, targetPosition.x, evaluatedXZ);
rootPosition.z = Mathf.Lerp(rootPosition.z, targetPosition.z, evaluatedXZ);
}
if (evaluatedY < 1f)
{
rootPosition.y = Mathf.Lerp(rootPosition.y, targetPosition.y, evaluatedY);
}
transform.position = rootPosition;
}
protected virtual void EvaluateToRotation(AnimationCurve curve, Quaternion targetRotation, float normalizedTime)
{
Quaternion rootRotation = tpInput.cc.animator.rootRotation;
float evaluatedCurve = curve.Evaluate(normalizedTime);
if (evaluatedCurve < 1)
{
rootRotation = Quaternion.Lerp(rootRotation, targetRotation, evaluatedCurve);
}
transform.rotation = rootRotation;
}
protected virtual void StaminaConsumption()
{
if (tpInput.cc.currentStamina <= 0)
{
return;
}
tpInput.cc.ReduceStamina(fastClimbStamina, true); // call the ReduceStamina method from the player
tpInput.cc.currentStaminaRecoveryDelay = 0.25f; // delay to start recovery stamina
}
protected virtual void AddLadderTrigger(vTriggerLadderAction _ladderAction)
{
if (targetLadderAction != _ladderAction)
{
targetLadderAction = _ladderAction;
if (debugMode)
{
Debug.Log("TriggerStay " + targetLadderAction.name + "_" + targetLadderAction.transform.parent.gameObject.name);
}
}
if (!actionTriggers.Contains(targetLadderAction))
{
actionTriggers.Add(targetLadderAction);
targetLadderAction.OnPlayerEnter.Invoke();
}
}
protected virtual void RemoveLadderTrigger(vTriggerLadderAction _ladderAction)
{
if (_ladderAction == targetLadderAction)
{
targetLadderAction = null;
}
if (actionTriggers.Contains(_ladderAction))
{
actionTriggers.Remove(_ladderAction);
_ladderAction.OnPlayerExit.Invoke();
}
}
protected virtual void CheckForTriggerAction(Collider other)
{
// assign the component - it will be null when he exit the trigger area
var _ladderAction = other.GetComponent<vTriggerLadderAction>();
if (!_ladderAction)
{
return;
}
// check the maxAngle too see if the character can do the action
var dist = Vector3.Distance(transform.forward, _ladderAction.transform.forward);
if (isUsingLadder && _ladderAction != null)
{
if (targetLadderAction != _ladderAction)
{
targetLadderAction = _ladderAction;
if (!actionTriggers.Contains(targetLadderAction))
{
actionTriggers.Add(targetLadderAction);
}
}
}
else if ((_ladderAction.activeFromForward == false || dist <= 0.8f) && !isUsingLadder)
{
AddLadderTrigger(_ladderAction);
OnEnterTriggerLadder.Invoke();
}
else
{
RemoveLadderTrigger(_ladderAction);
}
}
public virtual void ResetPlayerSettings()
{
if (debugMode)
{
Debug.Log("Reset Player Settings");
}
speed = 0f;
targetLadderAction = null;
isUsingLadder = false;
OnExitLadder.Invoke();
triggerExitOnce = false;
triggerEnterOnce = false;
inEnterLadderAnimation = false;
enterLadderStarted = false;
tpInput.cc.animator.SetInteger(vAnimatorParameters.ActionState, 0);
tpInput.cc.EnableGravityAndCollision();
tpInput.SetLockAllInput(false);
tpInput.cc.StopCharacter();
tpInput.cc.disableAnimations = false;
//tpInput.cc.animator.updateMode = AnimatorUpdateMode.AnimatePhysics;
if (transform.parent != null)
{
transform.parent = null;
}
}
public override void OnActionStay(Collider other)
{
if (other.gameObject.CompareTag(actionTag) && !enterLadderStarted)
{
CheckForTriggerAction(other);
}
}
public override void OnActionExit(Collider other)
{
if (other.gameObject.CompareTag(actionTag))
{
var _ladderAction = other.GetComponent<vTriggerLadderAction>();
if (!_ladderAction)
{
return;
}
RemoveLadderTrigger(_ladderAction);
if (debugMode)
{
Debug.Log("TriggerExit " + other.name + "_" + other.transform.parent.gameObject.name);
}
OnExitTriggerLadder.Invoke();
}
}
}
}