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