43 lines
1.9 KiB
C#
43 lines
1.9 KiB
C#
/// ---------------------------------------------
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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.AI
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{
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using Opsive.UltimateCharacterController.Character.MovementTypes;
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using UnityEngine;
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/// <summary>
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/// The Idle Movement Type will ensure the AI character doesn't move. A regular Movement Type could have also been used but there isn't a common Movement Type included
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/// with all of the different packages so it's easier to use the same Movement Type for demo purposes.
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/// </summary>
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public class Idle : MovementType
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{
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public override bool FirstPersonPerspective { get { return false; } }
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/// <summary>
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/// Returns the delta yaw rotation of the character.
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/// </summary>
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/// <param name="characterHorizontalMovement">The character's horizontal movement.</param>
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/// <param name="characterForwardMovement">The character's forward movement.</param>
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/// <param name="cameraHorizontalMovement">The camera's horizontal movement.</param>
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/// <param name="cameraVerticalMovement">The camera's vertical movement.</param>
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/// <returns>The delta yaw rotation of the character.</returns>
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public override float GetDeltaYawRotation(float characterHorizontalMovement, float characterForwardMovement, float cameraHorizontalMovement, float cameraVerticalMovement)
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{
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return 0;
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}
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/// <summary>
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/// Gets the controller's input vector relative to the movement type.
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/// </summary>
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/// <param name="inputVector">The current input vector.</param>
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/// <returns>The updated input vector.</returns>
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public override Vector2 GetInputVector(Vector2 inputVector)
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{
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return inputVector;
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}
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}
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} |