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/// ---------------------------------------------
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/// Ultimate Character Controller
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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.UltimateCharacterController.Demo.Character.Abilities
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{
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using Opsive.Shared.Events;
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using Opsive.UltimateCharacterController.Character.Abilities;
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using UnityEngine;
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/// <summary>
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/// Sets the int data parameter to the specified value when move towards is not active.
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/// </summary>
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public class IntDataSetter : Ability
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{
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[Tooltip("The value to set the int data value to.")]
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[SerializeField] protected int m_IntDataValue = 1;
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[Tooltip("Should the ability stop when the Move Towards ability is active?")]
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[SerializeField] protected bool m_StopWhenMoveTowardsActive = true;
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public int IntDataValue { get { return m_IntDataValue; } set { m_IntDataValue = value; } }
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public bool StopWhenMoveTowardsActive { get { return m_StopWhenMoveTowardsActive; } set { m_StopWhenMoveTowardsActive = value; } }
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public override bool IsConcurrent { get { return true; } }
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public override int AbilityIntData { get { return m_IntDataValue; } set { m_IntDataValue = value; } }
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/// <summary>
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/// Initialize the default values.
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/// </summary>
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public override void Awake()
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{
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base.Awake();
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EventHandler.RegisterEvent<Ability, bool>(m_GameObject, "OnCharacterAbilityActive", OnAbilityActive);
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}
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/// <summary>
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/// Called when the ablity is tried to be started. If false is returned then the ability will not be started.
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/// </summary>
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/// <returns>True if the ability can be started.</returns>
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public override bool CanStartAbility()
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{
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return m_CharacterLocomotion.MoveTowardsAbility == null || !m_CharacterLocomotion.MoveTowardsAbility.IsActive;
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}
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/// <summary>
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/// The character's ability has been started or stopped.
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/// </summary>
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/// <param name="ability">The ability which was started or stopped.</param>
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/// <param name="active">True if the ability was started, false if it was stopped.</param>
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private void OnAbilityActive(Ability ability, bool active)
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{
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if (m_StopWhenMoveTowardsActive && active && ability is MoveTowards) {
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StopAbility();
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}
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}
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/// <summary>
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/// The character has been destroyed.
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/// </summary>
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public override void OnDestroy()
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{
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EventHandler.UnregisterEvent<Ability, bool>(m_GameObject, "OnCharacterAbilityActive", OnAbilityActive);
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}
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}
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}
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