void StateCharacterTurning::Update(float timeStep)
{
	StateCharacterGrounded::Update();
	
	RigidBody* body = pawn_->GetBody();
	AnimationController* animCtrl = static_cast<PawnAnimated*>(pawn_)->GetAnimationController();

	//apply a force to slow it down further, since we are changing direction
	body->ApplyImpulse(moveDir_ * pawn_->GetMoveForce() *0.25);//0.25 to dampen it

    //get the speed that we are travelling, that will determine when we turn around
    if(!flipped_)
    {
        //before we are flipped around, we drive the turning animation
        //float spd = pawn_->GetPlaneVelocity().Length();
        //float turnTime = Fit(spd,0.0f,speed_,1.0f,0.0f);
        
        animCtrl->PlayExclusive("Models/Man/MAN_TurnSkidGunning.ani", 0,false, 0.1f);
        //animCtrl->SetTime("Models/Man/MAN_TurnSkidGunning.ani",turnTime);

        if(animCtrl->IsAtEnd("Models/Man/MAN_TurnSkidGunning.ani"))
        {
            Turn();
            animCtrl->Play("Models/Man/MAN_TurnSkidGunningFlipped.ani", false, 0.0f);
            flipped_=true;
        }
    }
    else
    {
        animCtrl->Play("Models/Man/MAN_TurnSkidGunningFlipped.ani", false, 0.0f);
        //now that we are flipped we can set it to the next state too
        pawn_->SetState( new StateCharacterRunning(context_) );
    }
}
void StateCharacterStopping::Update(float timeStep)
{
	StateCharacterGrounded::Update();//apply the brake force

	RigidBody* body = pawn_->GetBody();
	AnimationController* animCtrl = static_cast<PawnAnimated*>(pawn_)->GetAnimationController();

	//animation

	float skid = pawn_->GetPlaneVelocity().Length();

	if(skid<=0.1)
		pawn_->SetState(new StateCharacterIdle(context_));

    float skidTime = Fit(skid,pawn_->GetMoveForce(),0.0f,0.0f,0.03f);

    //GetSubsystem<DebugHud>()->SetAppStats("animtion speed:", skidTime );

    animCtrl->PlayExclusive("Models/Man/MAN_TurnSkidGunning.ani", 0,false, 0.2f);
    animCtrl->SetTime("Models/Man/MAN_TurnSkidGunning.ani",skidTime);
}
void SceneView3D::HandleUpdate(StringHash eventType, VariantMap& eventData)
{

    // Timestep parameter is same no matter what event is being listened to
    float timeStep = eventData[Update::P_TIMESTEP].GetFloat();

    if (MouseInView())
        MoveCamera(timeStep);

    QueueUpdate();

    if (preloadResourceScene_.NotNull())
    {
        if (preloadResourceScene_->GetAsyncProgress() == 1.0f)
        {
            ResourceCache* cache = GetSubsystem<ResourceCache>();
            XMLFile* xml = cache->GetResource<XMLFile>(dragAssetGUID_);

            if (dragNode_.NotNull())
            {
                dragNode_->LoadXML(xml->GetRoot());
                UpdateDragNode(0, 0);

                AnimationController* controller = dragNode_->GetComponent<AnimationController>();
                if (controller)
                {
                    controller->PlayExclusive("Idle", 0, true);

                    dragNode_->GetScene()->SetUpdateEnabled(true);
                }
            }

            preloadResourceScene_ = 0;
            dragAssetGUID_ = "";

        }
    }

}
Example #4
0
void Character::FixedUpdate(float timeStep)
{
    /// \todo Could cache the components for faster access instead of finding them each frame
    RigidBody* body = GetComponent<RigidBody>();
    AnimationController* animCtrl = GetComponent<AnimationController>();
    
    // Update the in air timer. Reset if grounded
    if (!onGround_)
        inAirTimer_ += timeStep;
    else
        inAirTimer_ = 0.0f;
    // When character has been in air less than 1/10 second, it's still interpreted as being on ground
    bool softGrounded = inAirTimer_ < INAIR_THRESHOLD_TIME;
    
    // Update movement & animation
    const Quaternion& rot = node_->GetRotation();
    Vector3 moveDir = Vector3::ZERO;
    const Vector3& velocity = body->GetLinearVelocity();
    // Velocity on the XZ plane
    Vector3 planeVelocity(velocity.x_, 0.0f, velocity.z_);
    
    if (controls_.IsDown(CTRL_FORWARD))
        moveDir += Vector3::FORWARD;
    if (controls_.IsDown(CTRL_BACK))
        moveDir += Vector3::BACK;
    if (controls_.IsDown(CTRL_LEFT))
        moveDir += Vector3::LEFT;
    if (controls_.IsDown(CTRL_RIGHT))
        moveDir += Vector3::RIGHT;
    
    // Normalize move vector so that diagonal strafing is not faster
    if (moveDir.LengthSquared() > 0.0f)
        moveDir.Normalize();
    
    // If in air, allow control, but slower than when on ground
    body->ApplyImpulse(rot * moveDir * (softGrounded ? MOVE_FORCE : INAIR_MOVE_FORCE));
    
    if (softGrounded)
    {
        // When on ground, apply a braking force to limit maximum ground velocity
        Vector3 brakeForce = -planeVelocity * BRAKE_FORCE;
        body->ApplyImpulse(brakeForce);
        
        // Jump. Must release jump control inbetween jumps
        if (controls_.IsDown(CTRL_JUMP))
        {
            if (okToJump_)
            {
                body->ApplyImpulse(Vector3::UP * JUMP_FORCE);
                okToJump_ = false;
            }
        }
        else
            okToJump_ = true;
    }
    
    // Play walk animation if moving on ground, otherwise fade it out
    if (softGrounded && !moveDir.Equals(Vector3::ZERO))
        animCtrl->PlayExclusive("Models/Jack_Walk.ani", 0, true, 0.2f);
    else
        animCtrl->Stop("Models/Jack_Walk.ani", 0.2f);
    // Set walk animation speed proportional to velocity
    animCtrl->SetSpeed("Models/Jack_Walk.ani", planeVelocity.Length() * 0.3f);
    
    // Reset grounded flag for next frame
    onGround_ = false;
}