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51 lines
1.9 KiB
C#
51 lines
1.9 KiB
C#
3 months ago
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// Animancer // Copyright 2020 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using UnityEngine;
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namespace Animancer.Examples.StateMachines.Platformer
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{
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/// <summary>
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/// A more complex <see cref="JumpState"/> that allows you to hold the button down to jump higher.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Platformer - Advanced Jump State")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Platformer/AdvancedJumpState")]
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public sealed class AdvancedJumpState : JumpState
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{
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/************************************************************************************************************************/
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[SerializeField] private float _HoldForce = 20;
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[SerializeField] private float _HoldDuration = 0.25f;
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public bool IsHolding { get; set; }
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/************************************************************************************************************************/
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protected override void OnEnable()
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{
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base.OnEnable();
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IsHolding = true;
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}
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/************************************************************************************************************************/
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private void OnDisable()
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{
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IsHolding = false;
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}
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/************************************************************************************************************************/
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protected override void FixedUpdate()
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{
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base.FixedUpdate();
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if (IsHolding && AnimancerState.Time <= _HoldDuration)
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Creature.Rigidbody.velocity += new Vector2(0, _HoldForce * Time.deltaTime);
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}
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/************************************************************************************************************************/
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}
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}
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