holopy3/Assets/Plugins/RootMotion/FinalIK/_DEMOS/FBBIK/Scripts/UserControlInteractions.cs

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2020-12-10 14:25:12 +00:00
using UnityEngine;
using System.Collections;
using RootMotion.FinalIK;
namespace RootMotion.Demos {
/// <summary>
/// User control demo for Interaction Triggers.
/// </summary>
public class UserControlInteractions : UserControlThirdPerson {
public CharacterThirdPerson character;
public InteractionSystem interactionSystem; // Reference to the InteractionSystem of the character
public bool disableInputInInteraction = true; // If true, will keep the character stopped while an interaction is in progress
public float enableInputAtProgress = 0.8f; // The normalized interaction progress after which the character is able to move again
protected override void Update() {
// Disable input when in interaction
if (disableInputInInteraction && interactionSystem != null && (interactionSystem.inInteraction || interactionSystem.IsPaused())) {
// Get the least interaction progress
float progress = interactionSystem.GetMinActiveProgress();
// Keep the character in place
if (progress > 0f && progress < enableInputAtProgress) {
state.move = Vector3.zero;
state.jump = false;
return;
}
}
// Pass on the FixedUpdate call
base.Update();
}
// Triggering the interactions
void OnGUI() {
// If jumping or falling, do nothing
if (!character.onGround) return;
// If an interaction is paused, resume on user input
if (interactionSystem.IsPaused() && interactionSystem.IsInSync()) {
GUILayout.Label("Press E to resume interaction");
if (Input.GetKey(KeyCode.E)) {
interactionSystem.ResumeAll();
}
return;
}
// If not paused, find the closest InteractionTrigger that the character is in contact with
int closestTriggerIndex = interactionSystem.GetClosestTriggerIndex();
// ...if none found, do nothing
if (closestTriggerIndex == -1) return;
// ...if the effectors associated with the trigger are in interaction, do nothing
if (!interactionSystem.TriggerEffectorsReady(closestTriggerIndex)) return;
// Its OK now to start the trigger
GUILayout.Label("Press E to start interaction");
if (Input.GetKey(KeyCode.E)) {
interactionSystem.TriggerInteraction(closestTriggerIndex, false);
}
}
}
}