| 1 | #include "Player/PlayerStateAutoDash.h" |
| 2 | |
| 3 | #include "Library/LiveActor/ActorActionFunction.h" |
| 4 | #include "Library/LiveActor/ActorAnimFunction.h" |
| 5 | #include "Library/LiveActor/ActorMovementFunction.h" |
| 6 | #include "Library/Nerve/NerveSetupUtil.h" |
| 7 | #include "Library/Nerve/NerveStateBase.h" |
| 8 | #include "Library/Nerve/NerveUtil.h" |
| 9 | #include "Library/Player/PlayerFunction.h" |
| 10 | |
| 11 | #include "Player/PlayerFunction.h" |
| 12 | |
| 13 | namespace { |
| 14 | NERVE_IMPL(PlayerStateAutoDash, Run) |
| 15 | NERVE_IMPL(PlayerStateAutoDash, Dash) |
| 16 | NERVES_MAKE_NOSTRUCT(PlayerStateAutoDash, Run, Dash) |
| 17 | } // namespace |
| 18 | |
| 19 | PlayerStateAutoDash::PlayerStateAutoDash(al::LiveActor* player) |
| 20 | : al::ActorStateBase("自動ダッシュ" , player) { |
| 21 | initNerve(nerve: &Run, stateCount: 0); |
| 22 | } |
| 23 | |
| 24 | void PlayerStateAutoDash::appear() { |
| 25 | al::LiveActor* player = mActor; |
| 26 | al::NerveStateBase::appear(); |
| 27 | |
| 28 | if (al::calcSpeed(actor: player) < 12.0f) |
| 29 | al::setNerve(user: this, nerve: &Run); |
| 30 | else |
| 31 | al::setNerve(user: this, nerve: &Dash); |
| 32 | } |
| 33 | |
| 34 | void PlayerStateAutoDash::exeDash() { |
| 35 | if (al::isFirstStep(user: this)) { |
| 36 | al::startAction(actor: mActor, actionName: "Dash" ); |
| 37 | mRunTimer = 0; |
| 38 | } |
| 39 | |
| 40 | al::addVelocityToGravity(actor: mActor, force: 6.0f); |
| 41 | al::scaleVelocity(actor: mActor, factor: 0.7f); |
| 42 | |
| 43 | al::LiveActor* player = mActor; |
| 44 | al::setSklAnimFrameRate(player, al::calcSpeed(actor: player) * 0.08f, 0); |
| 45 | |
| 46 | sead::Vector3f accelDir = {0.0f, 0.0f, 0.0f}; |
| 47 | al::addPlayerAccelStickGravity(mActor, &accelDir, 6.0f, {0.0f, 1.0f, 0.0f}, |
| 48 | PlayerFunction::getPlayerInputPort(mActor), |
| 49 | &PlayerFunction::getPlayerViewMtx(mActor)); |
| 50 | al::faceToDirection(actor: mActor, dir: accelDir); |
| 51 | |
| 52 | if (al::isVelocitySlow(actor: mActor, threshold: 6.0f)) { |
| 53 | kill(); |
| 54 | return; |
| 55 | } |
| 56 | |
| 57 | al::reboundVelocityFromCollision(actor: mActor, reboundStrength: 0.0f, reboundMin: 0.0f, friction: 1.0f); |
| 58 | } |
| 59 | |
| 60 | void PlayerStateAutoDash::exeRun() { |
| 61 | if (al::isFirstStep(user: this)) { |
| 62 | al::startAction(actor: mActor, actionName: "Dash" ); |
| 63 | mRunTimer = 0; |
| 64 | } |
| 65 | |
| 66 | al::addVelocityToGravity(actor: mActor, force: 3.0f); |
| 67 | al::scaleVelocity(actor: mActor, factor: 0.7f); |
| 68 | |
| 69 | sead::Vector3f accelDir = {0.0f, 0.0f, 0.0f}; |
| 70 | al::addPlayerAccelStickGravity(mActor, &accelDir, 3.0f, {0.0f, 1.0f, 0.0f}, |
| 71 | PlayerFunction::getPlayerInputPort(mActor), |
| 72 | &PlayerFunction::getPlayerViewMtx(mActor)); |
| 73 | al::faceToDirection(actor: mActor, dir: accelDir); |
| 74 | |
| 75 | al::LiveActor* player = mActor; |
| 76 | al::setSklAnimFrameRate(player, al::calcSpeed(actor: player) * 0.27f, 0); |
| 77 | |
| 78 | if (al::isVelocitySlow(actor: mActor, threshold: 3.0f)) { |
| 79 | kill(); |
| 80 | return; |
| 81 | } |
| 82 | |
| 83 | al::reboundVelocityFromCollision(actor: mActor, reboundStrength: 0.0f, reboundMin: 0.0f, friction: 1.0f); |
| 84 | mRunTimer++; |
| 85 | if (mRunTimer >= 60) |
| 86 | al::setNerve(user: this, nerve: &Dash); |
| 87 | } |
| 88 | |