/// ---------------------------------------------
/// Ultimate Character Controller
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.UltimateCharacterController.Character.Abilities
{
using Opsive.Shared.Events;
using UnityEngine;
///
/// The Quick Turn ability allows the character to play an explicit animation when the character turns.
///
[DefaultStopType(AbilityStopType.Automatic)]
[DefaultAbilityIndex(8)]
public class QuickTurn : StoredInputAbilityBase
{
[Tooltip("The minimum value of the input vector required for the ability to start.")]
[SerializeField] protected float m_MinInputSqrMagnitude = 0.1f;
[Tooltip("The value which differentiates between a walk and a run.")]
[SerializeField] protected float m_SpeedChangeThreshold = 1;
public float SpeedChangeThreshold { get { return m_SpeedChangeThreshold; } set { m_SpeedChangeThreshold = value; } }
public float MinInputSqrMagnitude { get { return m_MinInputSqrMagnitude; } set { m_MinInputSqrMagnitude = value; } }
private Vector2 m_AverageInput;
private float m_StateIndex;
private bool m_EventStop;
protected override bool UseRawInput { get { return true; } }
protected override bool RequireInput { get { return true; } }
public override float AbilityFloatData { get { return m_StateIndex; } }
///
/// Initialize the default values.
///
public override void Awake()
{
base.Awake();
EventHandler.RegisterEvent(m_GameObject, "OnAnimatorQuickTurnComplete", OnQuickTurnComplete);
}
///
/// 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()
{
if (!base.CanStartAbility()) {
return false;
}
// Don't start the ability if the input magnitude is below the threshold.
if (m_CharacterLocomotion.RawInputVector.sqrMagnitude < m_MinInputSqrMagnitude) {
return false;
}
m_AverageInput = Vector2.zero;
for (int i = 0; i < m_InputCount; ++i) {
m_AverageInput += m_Inputs[i];
}
m_AverageInput /= m_InputCount;
// In order for turn to start the input vector has move in an opposite direction.
if ((m_CharacterLocomotion.RawInputVector.x == 0 || m_AverageInput.x == 0 || Mathf.Sign(m_AverageInput.x) == Mathf.Sign(m_CharacterLocomotion.RawInputVector.x)) &&
(m_CharacterLocomotion.RawInputVector.y == 0 || m_AverageInput.y == 0 || Mathf.Sign(m_AverageInput.y) == Mathf.Sign(m_CharacterLocomotion.RawInputVector.y))) {
return false;
}
// Diagonal turns are not accepted.
if (Vector2.Dot(m_CharacterLocomotion.RawInputVector, m_AverageInput) > -0.5f) {
return false;
}
return true;
}
///
/// The ability has started.
///
protected override void AbilityStarted()
{
if (Mathf.Abs(m_AverageInput.x) > m_SpeedChangeThreshold || Mathf.Abs(m_AverageInput.y) > m_SpeedChangeThreshold) {
m_StateIndex = 1;
} else {
m_StateIndex = 0;
}
m_EventStop = false;
m_CharacterLocomotion.ForceRootMotionRotation = true;
base.AbilityStarted();
}
///
/// Animation event callback when the quick turn animation has completed.
///
private void OnQuickTurnComplete()
{
m_EventStop = true;
}
///
/// Can the ability be stopped?
///
/// True if the ability can be stopped.
public override bool CanStopAbility()
{
return m_EventStop || !m_CharacterLocomotion.Moving;
}
///
/// The ability has stopped running.
///
/// Was the ability force stopped?
protected override void AbilityStopped(bool force)
{
base.AbilityStopped(force);
m_CharacterLocomotion.ForceRootMotionRotation = false;
}
///
/// Called when the character is destroyed.
///
public override void OnDestroy()
{
base.OnDestroy();
EventHandler.UnregisterEvent(m_GameObject, "OnAnimatorQuickTurnComplete", OnQuickTurnComplete);
}
}
}