Files
BABA_YAGA/Assets/Third Parties/Opsive/UltimateCharacterController/Scripts/Character/Abilities/QuickStop.cs

203 lines
8.6 KiB
C#
Raw Normal View History

2026-06-14 23:57:44 +07:00
/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Character.Abilities
{
using Opsive.Shared.Events;
using UnityEngine;
/// <summary>
/// The Stop Movement ability allows the character to perform a sudden stop animation.
/// </summary>
[DefaultStopType(AbilityStopType.Automatic)]
[DefaultAbilityIndex(7)]
public class QuickStop : StoredInputAbilityBase
{
[Tooltip("The value which differentiates between a walk and a run.")]
[SerializeField] protected float m_SpeedChangeThreshold = 1;
[Tooltip("The threshold which indicates when the character has stopped.")]
[SerializeField] protected float m_StopThreshold = 0.01f;
[Tooltip("The number of times CanStartAbility must return true before the ability actually starts. Will prevent the ability from starting too soon.")]
[SerializeField] protected int m_RequiredStartSuccessCount = 2;
public float SpeedChangeThreshold { get { return m_SpeedChangeThreshold; } set { m_SpeedChangeThreshold = value; } }
public float StopThreshold { get { return m_StopThreshold; } set { m_StopThreshold = value; } }
public int RequiredStartSuccessCount { get { return m_RequiredStartSuccessCount; } set { m_RequiredStartSuccessCount = value; } }
private enum StopIndex { None, WalkForward, WalkForwardTurnLeft, WalkForwardTurnRight, WalkStrafeLeft, WalkStrafeRight, WalkBackward, WalkBackwardTurnLeft, WalkBackwardTurnRight, RunForward, RunForwardTurnLeft, RunForwardTurnRight, RunStrafeLeft, RunStrafeRight, RunBackward, RunBackwardTurnLeft, RunBackwardTurnRight }
private int m_StartSuccessCount;
private Vector2 m_AverageInput;
private int m_StopIndex;
private bool m_EventStop;
protected override bool UseRawInput { get { return false; } }
protected override bool RequireInput { get { return true; } }
public override int AbilityIntData { get { return m_StopIndex; } }
/// <summary>
/// Initialize the default values.
/// </summary>
public override void Awake()
{
base.Awake();
m_StartSuccessCount = m_RequiredStartSuccessCount;
EventHandler.RegisterEvent(m_GameObject, "OnAnimatorStopMovementComplete", OnStopComplete);
}
/// <summary>
/// Called when the ablity is tried to be started. If false is returned then the ability will not be started.
/// </summary>
/// <returns>True if the ability can be started.</returns>
public override bool CanStartAbility()
{
if (!base.CanStartAbility()) {
return false;
}
// The input must be moving towards 0 in order to stop.
var input = m_CharacterLocomotion.RawInputVector;
if (Mathf.Abs(input.x) > Mathf.Abs(m_Inputs[m_InputIndex].x) ||
Mathf.Abs(input.y) > Mathf.Abs(m_Inputs[m_InputIndex].y)) {
return false;
}
// There should be minimal current input.
if (m_CharacterLocomotion.RawInputVector.sqrMagnitude > m_StopThreshold) {
return false;
}
// The character has to have been moving in order to stop.
m_AverageInput = Vector2.zero;
for (int i = 0; i < m_InputCount; ++i) {
m_AverageInput += m_Inputs[i];
}
m_AverageInput /= m_InputCount;
if (m_AverageInput.sqrMagnitude < 0.01f) {
return false;
}
return true;
}
/// <summary>
/// The ability has started.
/// </summary>
protected override void AbilityStarted()
{
// The stop index is based on the average input value.
m_StopIndex = (int)StopIndex.None;
if (m_StartSuccessCount == 0) {
DeterminStopIndex();
}
m_EventStop = false;
base.AbilityStarted();
}
/// <summary>
/// Determines which stop index should be set based on the current input.
/// </summary>
private void DeterminStopIndex()
{
if (m_AverageInput.x > m_SpeedChangeThreshold && m_AverageInput.y > m_SpeedChangeThreshold) {
m_StopIndex = (int)StopIndex.RunForwardTurnRight;
} else if (m_AverageInput.x > 0 && m_AverageInput.y > 0) {
m_StopIndex = (int)StopIndex.WalkForwardTurnRight;
} else if (m_AverageInput.x < -m_SpeedChangeThreshold && m_AverageInput.y > m_SpeedChangeThreshold) {
m_StopIndex = (int)StopIndex.RunForwardTurnLeft;
} else if (m_AverageInput.x < 0 && m_AverageInput.y > 0) {
m_StopIndex = (int)StopIndex.WalkForwardTurnLeft;
} else if (m_AverageInput.x < -m_SpeedChangeThreshold && m_AverageInput.y < -m_SpeedChangeThreshold) {
m_StopIndex = (int)StopIndex.RunBackwardTurnLeft;
} else if (m_AverageInput.x < 0 && m_AverageInput.y < 0) {
m_StopIndex = (int)StopIndex.WalkBackwardTurnLeft;
} else if (m_AverageInput.x > m_SpeedChangeThreshold && m_AverageInput.y < -m_SpeedChangeThreshold) {
m_StopIndex = (int)StopIndex.RunBackwardTurnRight;
} else if (m_AverageInput.x > 0 && m_AverageInput.y < 0) {
m_StopIndex = (int)StopIndex.WalkBackwardTurnRight;
} else if (m_AverageInput.y > m_SpeedChangeThreshold) {
m_StopIndex = (int)StopIndex.RunForward;
} else if (m_AverageInput.y > 0) {
m_StopIndex = (int)StopIndex.WalkForward;
} else if (m_AverageInput.y < -m_SpeedChangeThreshold) {
m_StopIndex = (int)StopIndex.RunBackward;
} else if (m_AverageInput.y < 0) {
m_StopIndex = (int)StopIndex.WalkBackward;
} else if (m_AverageInput.x > m_SpeedChangeThreshold) {
m_StopIndex = (int)StopIndex.RunStrafeRight;
} else if (m_AverageInput.x > 0) {
m_StopIndex = (int)StopIndex.WalkStrafeRight;
} else if (m_AverageInput.x < -m_SpeedChangeThreshold) {
m_StopIndex = (int)StopIndex.RunStrafeLeft;
} else if (m_AverageInput.x < 0) {
m_StopIndex = (int)StopIndex.WalkStrafeLeft;
}
}
/// <summary>
/// Updates the ability.
/// </summary>
public override void Update()
{
base.Update();
// The ability may start before the character should actually start to play the stop animation. Keep the AbilityIntData set to 0 until the stop animation should actually stop.
// There is a delay because the character may be doing a quick turn instead of actually stopping.
if (m_StartSuccessCount > 0) {
if (!CanStartAbility()) {
StopAbility();
}
m_StartSuccessCount--;
if (m_StartSuccessCount == 0) {
DeterminStopIndex();
m_CharacterLocomotion.UpdateAbilityAnimatorParameters();
}
}
}
/// <summary>
/// Can the ability be stopped?
/// </summary>
/// <returns>True if the ability can be stopped.</returns>
public override bool CanStopAbility()
{
return m_EventStop || m_CharacterLocomotion.RawInputVector.sqrMagnitude > 0.001f;
}
/// <summary>
/// Animation event callback when the stop animation has completed.
/// </summary>
private void OnStopComplete()
{
m_EventStop = true;
}
/// <summary>
/// The ability has stopped running.
/// </summary>
/// <param name="force">Was the ability force stopped?</param>
protected override void AbilityStopped(bool force)
{
// If StartSuccessCount isn't 0 then the stop ability was never fully started.
AbilityStopped(force, m_StartSuccessCount == 0);
m_StartSuccessCount = m_RequiredStartSuccessCount;
}
/// <summary>
/// Called when the character is destroyed.
/// </summary>
public override void OnDestroy()
{
base.OnDestroy();
EventHandler.UnregisterEvent(m_GameObject, "OnAnimatorStopMovementComplete", OnStopComplete);
}
}
}