PlayerController and PickAndThrow #167
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@ -29,7 +29,7 @@ namespace SHADE
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{
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system.second->Init();
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#ifdef _DEBUG
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std::cout << system.first << " Init" << std::endl;
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SHLOG_INFO("Initialising System {}...", system.first)
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#endif
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}
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}
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@ -87,15 +87,6 @@ namespace SHADE
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{
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GetNativeComponent()->SetWorldScale(Convert::ToNative(val));
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}
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Transform^ Transform::Parent::get()
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{
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auto node = SHSceneManager::GetCurrentSceneGraph().GetNode(owner.GetEntity());
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if (!node)
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throw gcnew System::InvalidOperationException("[Transform] Unable to retrieve SceneGraphNode for an Entity.");
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const auto PARENT = node->GetParent();
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return PARENT ? gcnew Transform(PARENT->GetEntityID()) : nullptr;
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}
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/*---------------------------------------------------------------------------------*/
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/* Constructors */
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@ -103,21 +94,4 @@ namespace SHADE
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Transform::Transform(Entity entity)
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: Component(entity)
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{}
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/*---------------------------------------------------------------------------------*/
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/* Usage Functions */
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/*---------------------------------------------------------------------------------*/
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void Transform::SetParent(Transform^ parent, bool worldPositionStays)
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{
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auto& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
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auto node = sceneGraph.GetNode(owner.GetEntity());
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if (!node)
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throw gcnew System::InvalidOperationException("[Transform] Unable to retrieve SceneGraphNode for an Entity.");
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if (parent)
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node->SetParent(sceneGraph.GetNode(parent->owner.GetEntity()));
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else
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sceneGraph.SetParent(parent->owner.GetEntity(), nullptr);
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}
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}
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@ -107,30 +107,6 @@ namespace SHADE
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Vector3 get();
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void set(Vector3 val);
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}
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/// <summary>
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/// Parent Transform that affects this Transform.
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/// </summary>
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property Transform^ Parent
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{
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Transform^ get();
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}
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/*-----------------------------------------------------------------------------*/
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/* Usage Functions */
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/*-----------------------------------------------------------------------------*/
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/// <summary>
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/// Sets the parent of this Transform component.
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/// </summary>
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/// <param name="parent">
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/// Entity that contains the Transform component that this Transform will be
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/// parented to. If null, unparenting will occur.
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/// </param>
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/// <param name="worldPositionStays">
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/// If true, the transform values of this Transform component will retain their
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/// pre-parent-change global transforms. The local transform values will be
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/// modified to ensure that the global transforms do not change.
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/// </param>
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void SetParent(Transform^ parent, bool worldPositionStays);
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};
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}
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@ -17,6 +17,7 @@ of DigiPen Institute of Technology is prohibited.
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#include "GameObject.hxx"
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// External Dependencies
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#include "ECS_Base/Managers/SHEntityManager.h"
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#include "Scene/SHSceneGraph.h"
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// Project Headers
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#include "ECS.hxx"
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#include "Utility/Convert.hxx"
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@ -76,6 +77,27 @@ namespace SHADE
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{
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return entity;
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}
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GameObject^ GameObject::Parent::get()
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{
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const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
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const auto* ROOT = SCENE_GRAPH.GetRoot();
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const auto* NODE = SCENE_GRAPH.GetNode(entity);
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if (NODE == nullptr)
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throw gcnew System::InvalidOperationException("Unable to retrieve SceneGraphNode for Entity " + entity.ToString());
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const auto* PARENT = NODE->GetParent();
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return PARENT != ROOT ? gcnew GameObject(PARENT->GetEntityID()) : nullptr;
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}
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void GameObject::Parent::set(GameObject^ newParent)
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{
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const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
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if (newParent == nullptr)
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SCENE_GRAPH.SetParent(entity, nullptr);
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else
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SCENE_GRAPH.SetParent(entity, newParent->EntityId);
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}
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/*---------------------------------------------------------------------------------*/
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/* GameObject Property Functions */
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@ -160,10 +182,12 @@ namespace SHADE
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/*---------------------------------------------------------------------------------*/
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GameObject::GameObject(const SHEntity& entity)
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: entity { entity.GetEID() }
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, children{ gcnew System::Collections::ArrayList }
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{}
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GameObject::GameObject(Entity entity)
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: entity { entity }
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, children{ gcnew System::Collections::ArrayList }
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{}
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/*---------------------------------------------------------------------------------*/
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@ -93,6 +93,14 @@ namespace SHADE
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{
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Entity get();
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}
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/// <summary>
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/// The parent entity for this GameObject.
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/// </summary>
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property GameObject^ Parent
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{
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GameObject^ get();
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void set(GameObject^);
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}
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/*-----------------------------------------------------------------------------*/
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/* GameObject Property Functions */
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@ -113,6 +121,7 @@ namespace SHADE
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/// </param>
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void SetActive(bool active);
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/*-----------------------------------------------------------------------------*/
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/* Component Access Functions */
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/*-----------------------------------------------------------------------------*/
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@ -243,6 +252,7 @@ namespace SHADE
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/* Data Members */
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/*-----------------------------------------------------------------------------*/
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Entity entity;
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System::Collections::ArrayList^ children;
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public:
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/*-----------------------------------------------------------------------------*/
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@ -0,0 +1,30 @@
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using SHADE;
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using System;
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using static PlayerController;
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public class PickAndThrow : Script
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{
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private PlayerController pc;
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public uint itemEID;
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Transform itemHoldLocation;
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public PickAndThrow(GameObject gameObj) : base(gameObj) { }
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protected override void awake()
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{
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pc = GetScript<PlayerController>();
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itemHoldLocation = GetComponentInChildren<Transform>();
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}
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protected override void update()
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{
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if (pc != null && pc.holdItem)
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{
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}
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}
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protected override void onCollisionEnter(CollisionInfo info)
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{
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if (info.GameObject.Name == "item" && Input.GetKey(Input.KeyCode.E))
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{
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pc.holdItem = true;
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itemEID = info.GameObject.EntityId;
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}
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}
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}
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@ -10,7 +10,7 @@ public class PlayerController : Script
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IDILE,
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WALKING,
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RUNNING,
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INAIR,
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JUMP,
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FALLING,
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HOLDING,
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CAUGHT,
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@ -19,26 +19,48 @@ public class PlayerController : Script
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private RigidBody rb;
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private Transform tranform;
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private int xAxisMove;
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private int zAxisMove;
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//to be remove
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public float drag = 2.0f;
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private bool isMoveKeyPress = false;
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public bool holdItem = false;
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[SerializeField]
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[Tooltip("The current state fo the raccoon")]
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public RaccoonStates currentState = RaccoonStates.IDILE;
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//Movement variables============================================================
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[SerializeField]
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[Tooltip("Max vel for walking")]
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public float maxMoveVel = 2.0f;
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[SerializeField]
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[Tooltip("how much force is apply for walking")]
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public float moveForce = 50.0f;
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[SerializeField]
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[Tooltip("increase the moveForce and maxMoveVel by its amt")]
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public float sprintMultiplier = 2.0f;
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private float oldForce;
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private float maxOldVel;
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private bool sprintIncreaseOnce = false;
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private int xAxisMove;
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private int zAxisMove;
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private bool isMoveKeyPress = false;
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[SerializeField]
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[Tooltip("curr not working")]
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public float rotationFactorPerFrame = 1.0f;
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public float initialJumpVel;
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public float maxJumpHeight = 1.0f;
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public float maxJumpTime = 0.5f;
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private bool isJumping = false;
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public bool isGrounded = true;
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//Jumping vars==================================================================
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[SerializeField]
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[Tooltip("max height of the jump")]
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public float maxJumpHeight = 4.0f;
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[SerializeField]
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[Tooltip("max amt of time it will take for the jump")]
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public float maxJumpTime = 0.75f;
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[SerializeField]
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[Tooltip("increase gravity when falling")]
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public float fallMultipler = 2.0f;
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private float initialJumpVel;
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private bool isGrounded = true;
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private float gravity = -9.8f;
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private float groundGravity = -0.5f;
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@ -80,7 +102,7 @@ public class PlayerController : Script
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MoveKey();
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Debug.Log(currentState.ToString() + " x:" + rb.LinearVelocity.x.ToString() + " y:" + rb.LinearVelocity.y.ToString() + " z:" + rb.LinearVelocity.z.ToString());
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//Debug.Log(currentState.ToString() + " x:" + rb.LinearVelocity.x.ToString() + " y:" + rb.LinearVelocity.y.ToString() + " z:" + rb.LinearVelocity.z.ToString());
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}
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protected override void fixedUpdate()
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@ -111,10 +133,10 @@ public class PlayerController : Script
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isMoveKeyPress = xAxisMove != 0 || zAxisMove != 0;
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if(isMoveKeyPress && currentState != RaccoonStates.RUNNING)
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if(isMoveKeyPress && currentState != RaccoonStates.RUNNING && isGrounded)
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currentState = RaccoonStates.WALKING;
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if (!isMoveKeyPress)
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if (!isMoveKeyPress && isGrounded)
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currentState = RaccoonStates.IDILE;
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}
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@ -144,7 +166,7 @@ public class PlayerController : Script
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private void Sprint()
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{
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if (Input.GetKey(Input.KeyCode.LeftShift) && isMoveKeyPress)
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if (Input.GetKey(Input.KeyCode.LeftShift) && isMoveKeyPress && isGrounded)
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{
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currentState = RaccoonStates.RUNNING;
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if(!sprintIncreaseOnce)
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@ -158,7 +180,7 @@ public class PlayerController : Script
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}
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}
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if (Input.GetKeyUp(Input.KeyCode.LeftShift) && (currentState == RaccoonStates.RUNNING || currentState == RaccoonStates.IDILE))
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if (Input.GetKeyUp(Input.KeyCode.LeftShift))
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{
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if(isMoveKeyPress)
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currentState = RaccoonStates.WALKING;
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@ -175,21 +197,15 @@ public class PlayerController : Script
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{
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if (Input.GetKeyDown(Input.KeyCode.Space) && isGrounded && rb != null)
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{
|
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isJumping = true;
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currentState = RaccoonStates.JUMP;
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||||
Vector3 v = rb.LinearVelocity;
|
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v.y = initialJumpVel;
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v.y = initialJumpVel * 0.5f;
|
||||
rb.LinearVelocity = v;
|
||||
}
|
||||
}
|
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if (rb != null)
|
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{
|
||||
if (rb.LinearVelocity.y > 0 && isJumping)
|
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currentState = RaccoonStates.INAIR;
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else if(rb.LinearVelocity.y < 0 && isJumping)
|
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if(rb != null && !isGrounded && (rb.LinearVelocity.y < 0.0f || Input.GetKeyUp(Input.KeyCode.Space)))
|
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currentState = RaccoonStates.FALLING;
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|
||||
}
|
||||
}
|
||||
|
||||
private void Rotation()
|
||||
|
@ -215,7 +231,7 @@ public class PlayerController : Script
|
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if (rb != null)
|
||||
{
|
||||
//check player vel.y if its close to zero its on the ground
|
||||
if (SHADE.Math.CompareFloat(rb.LinearVelocity.y, 0.0f, 0.1f))
|
||||
if (SHADE.Math.CompareFloat(rb.LinearVelocity.y, 0.0f))
|
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isGrounded = true;
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else
|
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isGrounded = false;
|
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|
@ -224,8 +240,20 @@ public class PlayerController : Script
|
|||
|
||||
if (isGrounded)
|
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v.y = groundGravity;
|
||||
else if (currentState == RaccoonStates.FALLING)
|
||||
{
|
||||
float prevYVel = v.y;
|
||||
float newYVel = v.y + (gravity * fallMultipler * (float)Time.DeltaTime);
|
||||
float nextYVel = (prevYVel + newYVel) * 0.5f;
|
||||
v.y = nextYVel;
|
||||
}
|
||||
else
|
||||
v.y += gravity * (float)Time.DeltaTime;
|
||||
{
|
||||
float prevYVel = v.y;
|
||||
float newYVel = v.y + (gravity * (float)Time.DeltaTime);
|
||||
float nextYVel = (prevYVel + newYVel) * 0.5f;
|
||||
v.y = nextYVel;
|
||||
}
|
||||
|
||||
rb.LinearVelocity = v;
|
||||
|
||||
|
|
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Reference in New Issue