0.2.0
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commit
0a6f26461e
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@ -99,7 +99,7 @@ namespace Syntriax.Modules.Movement.Editor
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movementDefinition.MonoBehaviours = new string[]
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{
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typeof(MovementController).FullName,
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typeof(ToggleState.ToggleStateMonoBehaviour).FullName
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typeof(State.StateEnableMonoBehaviour).FullName
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};
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UpdateSerializedObject();
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@ -142,8 +142,9 @@ namespace Syntriax.Modules.Movement.Editor
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string jsonText = JsonUtility.ToJson(definition, true);
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string path = $"Assets/Resources/{MovementDefinitionFactory.ResourceDirectoryToDefinitions}{definition.Name}.json";
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if (!EditorUtility.DisplayDialog("Conflict", $"\"{path}\" already exists, do you want to overwrite?", "Overwrite", "Cancel"))
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return;
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if (System.IO.File.Exists($"{Application.dataPath}/Resources/{MovementDefinitionFactory.ResourceDirectoryToDefinitions}{definition.Name}.json"))
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if (!EditorUtility.DisplayDialog("Conflict", $"\"{path}\" already exists, do you want to overwrite?", "Overwrite", "Cancel"))
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return;
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System.IO.File.WriteAllText(path, jsonText);
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AssetDatabase.Refresh();
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@ -1,7 +1,7 @@
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# Movement (Work In Progress)
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## Dependencies
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1. [ToggleState Module](https://git.syntriax.com/Syntriax/ToggleState)
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1. [State Module](https://git.syntriax.com/Syntriax/State)
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2. [Trigger Module](https://git.syntriax.com/Syntriax/Trigger)
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3. [Factory Module](https://git.syntriax.com/Syntriax/Factory)
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@ -32,7 +32,7 @@ Make sure to separately clone these modules along with this one too.
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#### Longer
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1. Clone the module to a folder in your Assets folder
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2. Add `ToggleStateMonoBehaviour` component to your Player `GameObject`
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2. Add `StateEnableMonoBehaviour` component to your Player `GameObject`
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3. Add `MovementController` component to your Player `GameObject`
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4. Add `AirMovement1D` component to your Player `GameObject`
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5. Add `GroundMovement1D` component to your Player `GameObject` (make sure it's bellow `AirMovement1D`)
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@ -42,7 +42,7 @@ Make sure to separately clone these modules along with this one too.
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---
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This should give you a movement where you can disable the controller through the `IToggleState`, and you should be able to see a the movement changes when the character is not touching the ground.
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This should give you a movement where you can disable the controller through the `IStateEnable`, and you should be able to see a the movement changes when the character is not touching the ground.
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You can add your own movement implementations with bases under the `Bases` folder, or straight up from the `IMovement` interface.
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@ -1,12 +1,12 @@
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using System;
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using Syntriax.Modules.ToggleState;
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using Syntriax.Modules.State;
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using UnityEngine;
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namespace Syntriax.Modules.Movement
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{
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public abstract class MovementBase : MonoBehaviour, IMovement
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{
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protected IToggleState toggleState = null;
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protected IStateEnable stateEnable = null;
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protected IMovementController movementController = null;
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public float BaseSpeed { get; set; } = 1f;
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@ -27,8 +27,6 @@ namespace Syntriax.Modules.Movement
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}
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}
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public IToggleState ToggleState { get; protected set; } = null;
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/// <inheritdoc/>
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public abstract void ApplyMovement();
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@ -46,7 +44,7 @@ namespace Syntriax.Modules.Movement
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protected virtual void Start()
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{
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toggleState = GetComponent<IToggleState>();
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stateEnable = GetComponent<IStateEnable>();
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movementController = GetComponent<IMovementController>();
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movementController.OnMovementActivated += OnActivated;
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@ -1,15 +1,15 @@
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using System;
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using System.Collections.Generic;
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using Syntriax.Modules.ToggleState;
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using Syntriax.Modules.State;
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namespace Syntriax.Modules.Movement
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{
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public interface IMovementController
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{
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/// <summary>
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/// Member <see cref="IToggleState"/> to switch on or off
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/// <see cref="IStateEnable"/> to control the state of the <see cref="IMovementController"/> is on or off
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/// </summary>
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IToggleState ToggleStateMember { get; }
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IStateEnable StateEnable { get; }
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/// <summary>
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/// Currently active <see cref="IMovement"/>
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@ -1,6 +1,6 @@
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using System;
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using System.Collections.Generic;
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using Syntriax.Modules.ToggleState;
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using Syntriax.Modules.State;
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using UnityEngine;
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namespace Syntriax.Modules.Movement
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@ -31,13 +31,17 @@ namespace Syntriax.Modules.Movement
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}
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}
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private bool areBothToggleStatesToggled => ToggleStateMember.IsToggledNullChecked() && toggleStateOnGameObject.IsToggledNullChecked();
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public List<IMovement> Movements { get; protected set; } = new List<IMovement>(32);
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public IToggleState ToggleStateMember { get; protected set; } = new ToggleStateMember(true);
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protected IToggleState toggleStateOnGameObject = null;
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private IStateEnable _stateEnable = null;
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public IStateEnable StateEnable
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{
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get
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{
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_stateEnable = _stateEnable ?? GetComponent<State.IStateEnable>() ?? gameObject.AddComponent<State.StateEnableMonoBehaviour>();
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return _stateEnable;
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}
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}
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protected virtual void Start()
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{
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@ -45,15 +49,14 @@ namespace Syntriax.Modules.Movement
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gameObject.AddComponent<DefaultMovement>();
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RecacheMovements();
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toggleStateOnGameObject = GetComponent<IToggleState>();
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toggleStateOnGameObject.OnToggleStateChanged += (_) => InvokeOnMoveAction();
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ToggleStateMember.OnToggleStateChanged += (_) => InvokeOnMoveAction();
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StateEnable.OnEnabledChanged += (_) => InvokeOnMoveAction();
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OnMovementActivated += (newMovement) => newMovement.Move(lastMove);
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}
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protected virtual void FixedUpdate()
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{
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if (!areBothToggleStatesToggled)
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if (!StateEnable.IsEnabledNullChecked())
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return;
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ActiveMovement?.ApplyMovement();
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@ -85,6 +88,7 @@ namespace Syntriax.Modules.Movement
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}
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private Vector3 lastMove = Vector3.zero;
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public void Move(float x = 0, float y = 0, float z = 0)
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{
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ActiveMovement?.Move(x, y, z);
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@ -95,7 +99,7 @@ namespace Syntriax.Modules.Movement
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private void InvokeOnMoveAction()
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{
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if (!areBothToggleStatesToggled)
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if (!StateEnable.IsEnabledNullChecked())
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return;
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OnMoveCalled?.Invoke(lastMove.x, lastMove.y, lastMove.z);
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@ -14,7 +14,7 @@ namespace Syntriax.Modules.Movement.Samples
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{
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base.Start();
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rigid = GetComponent<Rigidbody2D>();
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rigid = GetComponentInParent<Rigidbody2D>();
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groundTrigger = GetComponentInChildren<IGroundTrigger>();
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if (groundTrigger != null)
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@ -16,7 +16,7 @@ namespace Syntriax.Modules.Movement.Samples
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{
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base.Start();
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rigid = GetComponent<Rigidbody2D>();
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rigid = GetComponentInParent<Rigidbody2D>();
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groundTrigger = GetComponentInChildren<IGroundTrigger>();
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if (groundTrigger != null)
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@ -1,8 +1,8 @@
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{
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"name": "com.syntriax.movement",
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"version": "0.1.4",
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"version": "0.2.0",
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"displayName": "Movement Module",
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"description": "Dependends On:\nhttps://git.syntriax.com/Syntriax/ToggleState.git\nhttps://git.syntriax.com/Syntriax/Trigger.git\nhttps://git.syntriax.com/Syntriax/Factory.git",
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"description": "Dependends On:\nhttps://git.syntriax.com/Syntriax/State.git\nhttps://git.syntriax.com/Syntriax/Trigger.git\nhttps://git.syntriax.com/Syntriax/Factory.git",
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"unity": "2019.1",
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"documentationUrl": "https://git.syntriax.com/Syntriax/Movement.git",
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"keywords": ["Movement"],
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