331 lines
11 KiB
C#
331 lines
11 KiB
C#
using System;
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using System.Linq;
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using System.Xml.Linq;
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using FarseerPhysics;
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using FarseerPhysics.Dynamics.Joints;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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namespace Barotrauma
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{
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class FishAnimController : AnimController
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{
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//amplitude and wave length of the "sine wave" swimming animation
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//if amplitude = 0, sine wave animation isn't used
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private float waveAmplitude;
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private float waveLength;
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private bool rotateTowardsMovement;
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private bool mirror, flip;
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private float flipTimer;
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private float? footRotation;
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public FishAnimController(Character character, XElement element)
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: base(character, element)
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{
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waveAmplitude = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "waveamplitude", 0.0f));
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waveLength = ConvertUnits.ToSimUnits(ToolBox.GetAttributeFloat(element, "wavelength", 0.0f));
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flip = ToolBox.GetAttributeBool(element, "flip", true);
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mirror = ToolBox.GetAttributeBool(element, "mirror", false);
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float footRot = ToolBox.GetAttributeFloat(element,"footrotation", float.NaN);
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if (float.IsNaN(footRot))
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{
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footRotation = null;
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}
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else
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{
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footRotation = MathHelper.ToRadians(footRot);
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}
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rotateTowardsMovement = ToolBox.GetAttributeBool(element, "rotatetowardsmovement", true);
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}
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public override void UpdateAnim(float deltaTime)
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{
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if (character.IsDead)
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{
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UpdateDying(deltaTime);
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return;
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}
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ResetPullJoints();
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if (strongestImpact > 0.0f)
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{
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stunTimer = MathHelper.Clamp(strongestImpact * 0.5f, stunTimer, 5.0f);
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strongestImpact = 0.0f;
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}
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if (stunTimer>0.0f)
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{
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stunTimer -= deltaTime;
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return;
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}
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else
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{
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if (inWater)// || RefLimb.inWater)
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{
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UpdateSineAnim(deltaTime);
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}
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else if (currentHull != null && CanEnterSubmarine)
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{
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UpdateWalkAnim(deltaTime);
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}
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}
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if (mirror || !inWater)
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{
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if (!character.IsNetworkPlayer)
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{
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//targetDir = (movement.X > 0.0f) ? Direction.Right : Direction.Left;
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if (targetMovement.X > 0.1f && targetMovement.X > Math.Abs(targetMovement.Y) * 0.5f)
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{
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TargetDir = Direction.Right;
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}
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else if (targetMovement.X < -0.1f && targetMovement.X < -Math.Abs(targetMovement.Y) * 0.5f)
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{
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TargetDir = Direction.Left;
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}
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}
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}
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else
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{
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Limb head = GetLimb(LimbType.Head);
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if (head == null) head = GetLimb(LimbType.Torso);
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float rotation = MathUtils.WrapAngleTwoPi(head.Rotation);
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rotation = MathHelper.ToDegrees(rotation);
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if (rotation < 0.0f) rotation += 360;
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if (rotation > 20 && rotation < 160)
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{
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TargetDir = Direction.Left;
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}
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else if (rotation > 200 && rotation < 340)
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{
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TargetDir = Direction.Right;
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}
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}
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if (!flip) return;
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flipTimer += deltaTime;
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if (TargetDir != dir)
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{
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if (flipTimer>1.0f || character.IsNetworkPlayer)
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{
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Flip();
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if (mirror || !inWater) Mirror();
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flipTimer = 0.0f;
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}
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}
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}
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void UpdateSineAnim(float deltaTime)
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{
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movement = TargetMovement*swimSpeed;
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Limb torso = GetLimb(LimbType.Torso);
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Limb head = GetLimb(LimbType.Head);
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Limb mainLimb = torso == null ? head : torso;
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mainLimb.pullJoint.Enabled = true;
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mainLimb.pullJoint.WorldAnchorB = collider.SimPosition;
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if (movement.LengthSquared() < 0.00001f) return;
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float movementAngle = MathUtils.VectorToAngle(movement) - MathHelper.PiOver2;
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float angle = (rotateTowardsMovement) ?
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mainLimb.body.Rotation + MathUtils.GetShortestAngle(mainLimb.body.Rotation, movementAngle) :
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HeadAngle * Dir;
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collider.SmoothRotate(angle, 25.0f);
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mainLimb.body.SmoothRotate(angle, 25.0f);
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Limb tail = GetLimb(LimbType.Tail);
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if (tail != null && waveAmplitude > 0.0f)
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{
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walkPos -= movement.Length();
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float waveRotation = (float)Math.Sin(walkPos / waveLength);
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tail.body.ApplyTorque(waveRotation * tail.Mass * 100.0f * waveAmplitude);
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}
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for (int i = 0; i < Limbs.Count(); i++)
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{
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Vector2 pullPos = Limbs[i].pullJoint == null ? Limbs[i].SimPosition : Limbs[i].pullJoint.WorldAnchorA;
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Limbs[i].body.ApplyForce(movement * Limbs[i].SteerForce * Limbs[i].Mass, pullPos);
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if (Limbs[i] == mainLimb) continue;
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float dist = (mainLimb.SimPosition - Limbs[i].SimPosition).Length();
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Vector2 limbPos = mainLimb.SimPosition - Vector2.Normalize(movement) * dist;
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Limbs[i].body.ApplyForce(((limbPos - Limbs[i].SimPosition) * 3.0f - Limbs[i].LinearVelocity * 3.0f) * Limbs[i].Mass);
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}
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collider.LinearVelocity = Vector2.Lerp(collider.LinearVelocity, movement, 0.5f);
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floorY = Limbs[0].SimPosition.Y;
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}
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void UpdateWalkAnim(float deltaTime)
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{
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movement = MathUtils.SmoothStep(movement, TargetMovement * walkSpeed, 0.2f);
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if (movement == Vector2.Zero) return;
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IgnorePlatforms = (TargetMovement.Y < -Math.Abs(TargetMovement.X));
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Limb mainLimb;
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float mainLimbHeight, mainLimbAngle;
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Limb torso = GetLimb(LimbType.Torso);
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Limb head = GetLimb(LimbType.Head);
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if (torso != null)
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{
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mainLimb = torso;
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mainLimbHeight = TorsoPosition;
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mainLimbAngle = torsoAngle;
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}
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else
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{
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mainLimb = head;
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mainLimbHeight = HeadPosition;
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mainLimbAngle = headAngle;
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}
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//collider.SmoothRotate(TorsoAngle * Dir, 10.0f);
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mainLimb.body.SmoothRotate(mainLimbAngle * Dir, 50.0f);
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collider.LinearVelocity = new Vector2(
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movement.X,
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collider.LinearVelocity.Y > 0.0f ? collider.LinearVelocity.Y * 0.5f : collider.LinearVelocity.Y);
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mainLimb.MoveToPos(GetColliderBottom() + Vector2.UnitY * mainLimbHeight, 10.0f);
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mainLimb.pullJoint.Enabled = true;
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mainLimb.pullJoint.WorldAnchorB = GetColliderBottom() + Vector2.UnitY * mainLimbHeight;
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walkPos -= mainLimb.LinearVelocity.X * 0.05f;
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Vector2 transformedStepSize = new Vector2(
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(float)Math.Cos(walkPos) * stepSize.X * 3.0f,
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(float)Math.Sin(walkPos) * stepSize.Y * 2.0f);
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foreach (Limb limb in Limbs)
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{
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switch (limb.type)
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{
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case LimbType.LeftFoot:
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case LimbType.RightFoot:
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Vector2 footPos = new Vector2(limb.SimPosition.X, mainLimb.SimPosition.Y - mainLimbHeight);
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if (limb.RefJointIndex>-1)
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{
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RevoluteJoint refJoint = limbJoints[limb.RefJointIndex];
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footPos.X = refJoint.WorldAnchorA.X;
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}
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footPos.X += limb.StepOffset.X * Dir;
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footPos.Y += limb.StepOffset.Y;
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if (limb.type == LimbType.LeftFoot)
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{
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limb.MoveToPos(footPos +new Vector2(
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transformedStepSize.X + movement.X * 0.1f,
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(transformedStepSize.Y > 0.0f) ? transformedStepSize.Y : 0.0f),
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8.0f);
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}
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else if (limb.type == LimbType.RightFoot)
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{
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limb.MoveToPos(footPos + new Vector2(
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-transformedStepSize.X + movement.X * 0.1f,
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(-transformedStepSize.Y > 0.0f) ? -transformedStepSize.Y : 0.0f),
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8.0f);
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}
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if (footRotation != null) limb.body.SmoothRotate((float)footRotation * Dir, 50.0f);
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break;
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case LimbType.LeftLeg:
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case LimbType.RightLeg:
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if (legTorque != 0.0f) limb.body.ApplyTorque(limb.Mass * legTorque * Dir);
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break;
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}
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}
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}
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void UpdateDying(float deltaTime)
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{
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Limb head = GetLimb(LimbType.Head);
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Limb tail = GetLimb(LimbType.Tail);
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if (head != null) head.body.ApplyTorque(head.Mass * Dir * (float)Math.Sin(walkPos) * 5.0f);
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if (tail != null) tail.body.ApplyTorque(tail.Mass * -Dir * (float)Math.Sin(walkPos) * 5.0f);
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walkPos += deltaTime * 5.0f;
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Vector2 centerOfMass = GetCenterOfMass();
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foreach (Limb limb in Limbs)
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{
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if (limb.type == LimbType.Head || limb.type == LimbType.Tail) continue;
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limb.body.ApplyForce((centerOfMass - limb.SimPosition) * (float)Math.Sin(walkPos) * limb.Mass * 10.0f);
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}
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}
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public override void Flip()
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{
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base.Flip();
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foreach (Limb l in Limbs)
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{
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if (!l.DoesFlip) continue;
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l.body.SetTransform(l.SimPosition,
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-l.body.Rotation);
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}
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}
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public override Vector2 EstimateCurrPosition(Vector2 prevPosition, float timePassed)
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{
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timePassed = MathHelper.Clamp(timePassed, 0.0f, 1.0f);
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Vector2 currPosition = prevPosition + targetMovement * timePassed;
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return currPosition;
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}
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private void Mirror()
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{
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Vector2 centerOfMass = GetCenterOfMass();
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foreach (Limb l in Limbs)
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{
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TrySetLimbPosition(l,
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centerOfMass,
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new Vector2(centerOfMass.X - (l.SimPosition.X - centerOfMass.X), l.SimPosition.Y),
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true);
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}
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}
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}
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}
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