Files
2026-03-04 09:37:33 +08:00

203 lines
5.3 KiB
C#

using UnityEngine;
namespace ECM2.Examples.Ladders
{
public class LadderClimbAbility : MonoBehaviour
{
public enum CustomMovementMode
{
Climbing = 1
}
public enum ClimbingState
{
None = 0,
Grabbing = 1,
Grabbed = 2,
Releasing = 3
}
public float climbingSpeed = 5f;
public float grabbingTime = 0.25f;
public LayerMask ladderMask;
private Character _character;
private Ladder _activeLadder;
private float _ladderPathPosition;
private Vector3 _ladderStartPosition;
private Vector3 _ladderTargetPosition;
private Quaternion _ladderStartRotation;
private Quaternion _ladderTargetRotation;
private float _ladderTime;
private ClimbingState _climbingState;
private Character.RotationMode _previousRotationMode;
public bool IsClimbing()
{
if (_character.movementMode == Character.MovementMode.Custom)
{
return _character.customMovementMode == 1;
}
return false;
}
private bool CanClimb()
{
if (_character.IsCrouched())
{
return false;
}
int overlapCount;
Collider[] array = _character.characterMovement.OverlapTest(ladderMask, QueryTriggerInteraction.Collide, out overlapCount);
if (overlapCount == 0)
{
return false;
}
if (!array[0].TryGetComponent<Ladder>(out var component))
{
return false;
}
_activeLadder = component;
return true;
}
public void Climb()
{
if (!IsClimbing() && CanClimb())
{
_character.SetMovementMode(Character.MovementMode.Custom, 1);
_ladderStartPosition = _character.GetPosition();
_ladderTargetPosition = _activeLadder.ClosestPointOnPath(_ladderStartPosition, out _ladderPathPosition);
_ladderStartRotation = _character.GetRotation();
_ladderTargetRotation = _activeLadder.transform.rotation;
}
}
public void StopClimbing()
{
if (IsClimbing() && _climbingState == ClimbingState.Grabbed)
{
_climbingState = ClimbingState.Releasing;
_ladderStartPosition = _character.GetPosition();
_ladderStartRotation = _character.GetRotation();
_ladderTargetPosition = _ladderStartPosition;
_ladderTargetRotation = _activeLadder.BottomPoint.rotation;
}
}
private void ClimbingMovementMode(float deltaTime)
{
Vector3 velocity = Vector3.zero;
switch (_climbingState)
{
case ClimbingState.Grabbing:
case ClimbingState.Releasing:
_ladderTime += deltaTime;
if (_ladderTime <= grabbingTime)
{
velocity = (Vector3.Lerp(_ladderStartPosition, _ladderTargetPosition, _ladderTime / grabbingTime) - base.transform.position) / deltaTime;
break;
}
_ladderTime = 0f;
if (_climbingState == ClimbingState.Grabbing)
{
_climbingState = ClimbingState.Grabbed;
}
else if (_climbingState == ClimbingState.Releasing)
{
_character.SetMovementMode(Character.MovementMode.Falling);
}
break;
case ClimbingState.Grabbed:
_activeLadder.ClosestPointOnPath(_character.GetPosition(), out _ladderPathPosition);
if (Mathf.Abs(_ladderPathPosition) < 0.05f)
{
Vector3 movementDirection = _character.GetMovementDirection();
velocity = _activeLadder.transform.up * (movementDirection.z * climbingSpeed);
break;
}
_climbingState = ClimbingState.Releasing;
_ladderStartPosition = _character.GetPosition();
_ladderStartRotation = _character.GetRotation();
if (_ladderPathPosition > 0f)
{
_ladderTargetPosition = _activeLadder.TopPoint.position;
_ladderTargetRotation = _activeLadder.TopPoint.rotation;
}
else if (_ladderPathPosition < 0f)
{
_ladderTargetPosition = _activeLadder.BottomPoint.position;
_ladderTargetRotation = _activeLadder.BottomPoint.rotation;
}
break;
}
_character.SetVelocity(velocity);
}
private void OnMovementModeChanged(Character.MovementMode prevMovementMode, int prevCustomMovementMode)
{
if (IsClimbing())
{
_climbingState = ClimbingState.Grabbing;
_character.StopJumping();
_character.EnableGroundConstraint(enable: false);
_previousRotationMode = _character.rotationMode;
_character.SetRotationMode(Character.RotationMode.Custom);
}
if (prevMovementMode == Character.MovementMode.Custom && prevCustomMovementMode == 1)
{
_climbingState = ClimbingState.None;
_character.EnableGroundConstraint(enable: true);
_character.SetRotationMode(_previousRotationMode);
}
}
private void OnCustomMovementModeUpdated(float deltaTime)
{
if (IsClimbing())
{
ClimbingMovementMode(deltaTime);
}
}
private void OnCustomRotationModeUpdated(float deltaTime)
{
if (IsClimbing() && (_climbingState == ClimbingState.Grabbing || _climbingState == ClimbingState.Releasing))
{
Quaternion rotation = Quaternion.Slerp(_ladderStartRotation, _ladderTargetRotation, _ladderTime / grabbingTime);
_character.SetRotation(rotation);
}
}
private void Awake()
{
_character = GetComponent<Character>();
}
private void OnEnable()
{
_character.MovementModeChanged += OnMovementModeChanged;
_character.CustomMovementModeUpdated += OnCustomMovementModeUpdated;
_character.CustomRotationModeUpdated += OnCustomRotationModeUpdated;
}
private void OnDisable()
{
_character.MovementModeChanged -= OnMovementModeChanged;
_character.CustomMovementModeUpdated -= OnCustomMovementModeUpdated;
_character.CustomRotationModeUpdated -= OnCustomRotationModeUpdated;
}
}
}