kakozuzo/Libraries/fish.scc/Code/ShrimpleCharacterController.cs

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2024-10-29 18:52:47 +03:00
namespace ShrimpleCharacterController;
[Icon("nordic_walking")]
public class ShrimpleCharacterController : Component
{
/// <summary>
/// Manually update this by calling Move() or let it always be simulated
/// </summary>
[Property]
[Group("Options")]
public bool ManuallyUpdate { get; set; } = true;
/// <summary>
/// If pushing against a wall, scale the velocity based on the wall's angle (False is useful for NPCs that get stuck on corners)
/// </summary>
[Property]
[Group("Options")]
public bool ScaleAgainstWalls { get; set; } = true;
[Sync]
float _traceWidth { get; set; } = 16f;
/// <summary>
/// Width of our trace
/// </summary>
[Property]
[Group("Trace")]
[Range(1f, 64f, 1f, true, true)]
public float TraceWidth
{
get => _traceWidth;
set
{
_traceWidth = value;
Bounds = BuildBounds();
_shrunkenBounds = Bounds.Grow(-SkinWidth);
}
}
[Sync]
float _traceHeight { get; set; } = 72f;
/// <summary>
/// Height of our trace
/// </summary>
[Property]
[Group("Trace")]
[Range(1f, 256f, 1f, true, true)]
public float TraceHeight
{
get => _traceHeight;
set
{
_traceHeight = value;
Bounds = BuildBounds();
_shrunkenBounds = Bounds.Grow(-SkinWidth);
}
}
/// <summary>
/// Which tags it should ignore
/// </summary>
[Property]
[Group("Trace")]
public TagSet IgnoreTags { get; set; } = new TagSet();
/// <summary>
/// Max amount of trace calls whenever the simulation doesn't reach its target (Slide and collide bounces)
/// </summary>
[Property]
[Group("Trace")]
[Range(1, 20, 1, true, true)]
public int MaxBounces { get; set; } = 5;
/// <summary>
/// How fast you accelerate while on the ground (Units per second)
/// </summary>
[Property]
[Group("Movement")]
[Range(0f, 3000f, 10f, false)]
[HideIf("GroundStickEnabled", false)]
public float GroundAcceleration { get; set; } = 1000f;
/// <summary>
/// How fast you decelerate while on the ground (Units per second)
/// </summary>
[Property]
[Group("Movement")]
[Range(0f, 3000f, 10f, false)]
[HideIf("GroundStickEnabled", false)]
public float GroundDeceleration { get; set; } = 1500f;
/// <summary>
/// How fast you accelerate while in the air (Units per second)
/// </summary>
[Property]
[Group("Movement")]
[Range(0f, 3000f, 10f, false)]
public float AirAcceleration { get; set; } = 300f;
/// <summary>
/// How fast you decelerate while in the air (Units per second)
/// </summary>
[Property]
[Group("Movement")]
[Range(0f, 3000f, 10f, false)]
public float AirDeceleration { get; set; } = 0f;
/// <summary>
/// Do we ignore the friction of the surface you're standing on or not?
/// </summary>
[Property]
[Group("Movement")]
public bool IgnoreGroundSurface { get; set; } = false;
/// <summary>
/// Is this MoveHelper meant for horizontal grounded movement? (false = For flying or noclip)
/// </summary>
[Property]
[Group("Movement")]
public bool IgnoreZ { get; set; } = true;
/// <summary>
/// Do we ignore Z when it's near 0 (So that gravity affects you when not moving)
/// </summary>
[Property]
[Title("Ignore Z When Zero")]
[Group("Movement")]
[HideIf("IgnoreZ", true)]
public bool IgnoreZWhenZero { get; set; } = true;
/// <summary>
/// Tolerance from a 90° surface before it's considered a wall (Ex. Tolerance 1 = Between 89° and 91° can be a wall, 0.1 = 89.9° to 90.1°)
/// </summary>
[Group("Movement")]
[Property]
[Range(0f, 10f, 0.1f, false)]
public float WallTolerance { get; set; } = 1f;
/// <summary>
/// Player feels like it's gripping walls too much? Try more Grip Factor Reduction!
/// </summary>
[Group("Movement")]
[Property]
[Range(1f, 10f, 0.1f, true)]
public float GripFactorReduction { get; set; } = 1f;
/// <summary>
/// Stick the MoveHelper to the ground (IsOnGround will default to false if disabled)
/// </summary>
[ToggleGroup("GroundStickEnabled")]
[Property]
public bool GroundStickEnabled { get; set; } = true;
/// <summary>
/// How steep terrain can be for you to stand on without slipping
/// </summary>
[Property]
[Group("GroundStickEnabled")]
[Range(0f, 89f, 1f, true, true)]
public float MaxGroundAngle { get; set; } = 60f;
/// <summary>
/// How far from the ground the MoveHelper is going to stick (Useful for going down stairs!)
/// </summary>
[Property]
[Group("GroundStickEnabled")]
[Range(1f, 32f, 1f, false)]
public float GroundStickDistance { get; set; } = 12f;
/// <summary>
/// Enable steps climbing (+1 Trace call)
/// </summary>
[ToggleGroup("StepsEnabled")]
[Property]
public bool StepsEnabled { get; set; } = true;
/// <summary>
/// How high steps can be for you to climb on
/// </summary>
[Group("StepsEnabled")]
[Property]
[Range(1f, 32f, 1f, false)]
public float StepHeight { get; set; } = 12f;
/// <summary>
/// How deep it checks for steps (Minimum depth)
/// </summary>
[Group("StepsEnabled")]
[Property]
[Range(0.1f, 8f, 0.1f, false)]
public float StepDepth { get; set; } = 2f;
/// <summary>
/// Tolerance from a 90° surface before it's considered a valid step (Ex. Tolerance 1 = Between 89° and 91° can be a step, 0.1 = 89.9° to 90.1°)
/// </summary>
[Group("StepsEnabled")]
[Property]
[Range(0f, 10f, 0.1f, false)]
public float StepTolerance { get; set; } = 1f;
/// <summary>
/// Enable to ability to walk on a surface that's too steep if it's equal or smaller than a step (+1 Trace call when on steep terrain)
/// </summary>
[Group("StepsEnabled")]
[Property]
public bool PseudoStepsEnabled { get; set; } = true;
/// <summary>
/// Instead of colliding with these tags the MoveHelper will be pushed away (Make sure the tags are in IgnoreTags as well!)
/// </summary>
[ToggleGroup("PushEnabled")]
[Property]
public bool PushEnabled { get; set; } = false;
[Sync]
Dictionary<string, float> _pushTagsWeight { get; set; } = new Dictionary<string, float>() { { "player", 1f } };
/// <summary>
/// Which tags will push this MoveHelper away and with how much force (Make sure they are also included in IgnoreTags!) (+1 Trace call)
/// </summary>
[Property]
[Group("PushEnabled")]
public Dictionary<string, float> PushTagsWeight
{
get => _pushTagsWeight;
set
{
_pushTagsWeight = value;
_pushTags = BuildPushTags();
}
}
/// <summary>
/// Apply gravity to this MoveHelper when not on the ground
/// </summary>
[ToggleGroup("GravityEnabled")]
[Property]
public bool GravityEnabled { get; set; } = true;
/// <summary>
/// Use the scene's gravity or our own
/// </summary>
[Property]
[Group("GravityEnabled")]
public bool UseSceneGravity { get; set; } = true;
/// <summary>
/// Units per second squared (Default is -850f)
/// </summary>
[Property]
[Group("GravityEnabled")]
[Range(-2000, 2000, 1, false)]
[HideIf("UseSceneGravity", true)]
public float Gravity { get; set; } = -850f;
/// <summary>
/// Check if the MoveHelper is stuck and try to get it to unstuck (+Trace calls if stuck)
/// </summary>
[ToggleGroup("UnstuckEnabled")]
[Property]
public bool UnstuckEnabled { get; set; } = true;
/// <summary>
/// How many trace calls it will attempt to get the MoveHelper unstuck
/// </summary>
[Property]
[Group("UnstuckEnabled")]
[Range(1, 50, 1, false)]
public int MaxUnstuckTries { get; set; } = 20;
/// <summary>
/// The simulated target velocity for our MoveHelper (Units per second, we apply Time.Delta inside)
/// </summary>
[Sync] public Vector3 WishVelocity { get; set; }
/// <summary>
/// The resulting velocity after the simulation is done (Units per second)
/// </summary>
[Sync] public Vector3 Velocity { get; set; }
/// <summary>
/// Is the MoveHelper currently touching the ground
/// </summary>
[Sync] public bool IsOnGround { get; set; }
/// The current ground normal you're standing on (Always Vector3.Zero if IsOnGround false)
/// </summary>
public Vector3 GroundNormal { get; private set; } = Vector3.Zero;
/// <summary>
/// The current ground angle you're standing on (Always 0f if IsOnGround false)
/// </summary>
public float GroundAngle => Vector3.GetAngle(GroundNormal, Vector3.Up);
/// <summary>
/// The current surface you're standing on
/// </summary>
public Surface GroundSurface { get; private set; }
/// <summary>
/// The gameobject you're currently standing on
/// </summary>
public GameObject GroundObject { get; set; }
/// <summary>
/// Is the MoveHelper currently pushing against a wall
/// </summary>
public bool IsPushingAgainstWall { get; private set; }
/// <summary>
/// The current wall normal you're pushing against (Always Vector3.Zero if IsPushingAgainstWall false)
/// </summary>
public Vector3 WallNormal { get; private set; } = Vector3.Zero;
/// <summary>
/// The gameobject you're currently pushing on
/// </summary>
public GameObject WallObject { get; set; }
/// <summary>
/// Is the MoveHelper standing on a terrain too steep to stand on (Always false if IsOnGround false)
/// </summary>
[Sync] public bool IsSlipping { get; private set; } // TODO IMPLEMENT
/// <summary>
/// The MoveHelper is stuck and we can't get it out
/// </summary>
[Sync] public bool IsStuck { get; private set; }
/// <summary>
/// To avoid getting stuck due to imprecision we shrink the bounds before checking and compensate for it later
/// </summary>
public float SkinWidth;
/// <summary>
/// The bounds of this MoveHelper generated from the TraceWidth and TraceHeight
/// </summary>
public BBox Bounds { get; set; }
private BBox _shrunkenBounds;
private string[] _pushTags;
private Vector3 _lastVelocity;
/// <summary>
/// If another MoveHelper moved at the same time and they're stuck, let this one know that the other already unstuck for us
/// </summary>
public ShrimpleCharacterController UnstuckTarget;
protected override void OnStart()
{
SkinWidth = Math.Min(Math.Max(0.1f, TraceWidth * 0.05f), GroundStickDistance); // SkinWidth is 5% of the total width
Bounds = BuildBounds();
_shrunkenBounds = Bounds.Grow(-SkinWidth);
_pushTags = BuildPushTags();
}
protected override void DrawGizmos()
{
if (Gizmo.IsSelected)
{
Gizmo.GizmoDraw draw = Gizmo.Draw;
draw.Color = Color.Blue;
draw.LineBBox(BuildBounds());
}
}
private BBox BuildBounds()
{
return new BBox(new Vector3(-TraceWidth / 2, -TraceWidth / 2f, 0f), new Vector3(TraceWidth / 2f, TraceWidth / 2f, TraceHeight));
}
private string[] BuildPushTags()
{
return PushTagsWeight.Keys.ToArray();
}
/// <summary>
/// Casts the current bounds from to and returns the scene trace result
/// </summary>
/// <param name="bounds"></param>
/// <param name="from"></param>
/// <param name="to"></param>
/// <returns></returns>
public SceneTraceResult BuildTrace(BBox bounds, Vector3 from, Vector3 to)
{
return Game.SceneTrace.Box(bounds, from, to)
.IgnoreGameObjectHierarchy(GameObject)
.WithoutTags(IgnoreTags)
.Run();
}
private SceneTraceResult BuildPushTrace(BBox bounds, Vector3 from, Vector3 to)
{
return Game.SceneTrace.Box(bounds, from, to)
.IgnoreGameObjectHierarchy(GameObject)
.WithAnyTags(_pushTags) // Check for only the push tags
.Run();
}
/// <summary>
/// Detach the MoveHelper from the ground and launch it somewhere (Units per second)
/// </summary>
/// <param name="amount"></param>
public void Punch(in Vector3 amount)
{
if (amount.z < 10f) return; // Get out with that weak crap
IsOnGround = false;
Velocity += amount;
}
/// <summary>
/// Apply the WishVelocity, update the Velocity and the Position of the GameObject by simulating the MoveHelper
/// </summary>
/// <param name="manualUpdate">Just calculate but don't update position</param>
public MoveHelperResult Move(bool manualUpdate = false) => Move(Time.Delta, manualUpdate);
/// <summary>
/// Apply the WishVelocity, update the Velocity and the Position of the GameObject by simulating the MoveHelper
/// </summary>
/// <param name="delta">The time step</param>
/// <param name="manualUpdate">Just calculate but don't update position</param>
public MoveHelperResult Move(float delta, bool manualUpdate = false)
{
var goalVelocity = CalculateGoalVelocity(delta); // Calculate the goal velocity using our Acceleration and Deceleration values
// KNOWN ISSUE: Velocity starts to build up to massive amounts when trying to climb terrain too steep?
// SIMULATE PUSH FORCES //
if (PushEnabled)
{
var pushTrace = BuildPushTrace(Bounds, WorldPosition, WorldPosition); // Build a trace but using the Push tags instead of the Ignore tags
if (pushTrace.Hit) // We're inside any of the push tags
{
foreach (var tag in pushTrace.GameObject.Tags)
{
if (PushTagsWeight.TryGetValue(tag, out var tagWeight))
{
var otherPosition = pushTrace.GameObject.WorldPosition.WithZ(WorldPosition.z); // Only horizontal pushing
var pushDirection = (otherPosition - WorldPosition).Normal;
var pushVelocity = pushDirection * tagWeight * 50f; // I find 50 u/s to be a good amount to push if the weight is 1.0 (!!!)
goalVelocity -= pushVelocity;
}
}
}
}
var moveHelperResult = CollideAndSlide(goalVelocity, WorldPosition, delta); // Simulate the MoveHelper
var finalPosition = moveHelperResult.Position;
var finalVelocity = moveHelperResult.Velocity;
// SIMULATE GRAVITY //
if (GravityEnabled && Gravity != 0f)
{
if (!IsOnGround || IsSlipping || !GroundStickEnabled)
{
var gravityAmount = UseSceneGravity ? Scene.PhysicsWorld.Gravity.z : Gravity;
var gravity = gravityAmount * Vector3.Up * delta;
var gravityResult = CollideAndSlide(gravity, moveHelperResult.Position, delta, gravityPass: true); // Apply and simulate the gravity step
finalPosition = gravityResult.Position;
finalVelocity += gravityResult.Velocity;
}
}
_lastVelocity = Velocity * delta;
if (!manualUpdate)
{
Velocity = finalVelocity;
WorldPosition = finalPosition; // Actually updating the position is "expensive" so we only do it once at the end
}
return new MoveHelperResult(finalPosition, finalVelocity);
}
/// <summary>
/// Sometimes we have to update only the position but not the velocity (Like when climbing steps or getting unstuck) so we can't have Position rely only on Velocity
/// </summary>
public struct MoveHelperResult
{
public Vector3 Position;
public Vector3 Velocity;
public MoveHelperResult(Vector3 position, Vector3 velocity)
{
Position = position;
Velocity = velocity;
}
}
private MoveHelperResult CollideAndSlide(Vector3 velocity, Vector3 position, float delta, int depth = 0, bool gravityPass = false) =>
CollideAndSlide(new MoveHelperResult(position, velocity), delta, depth, gravityPass);
private MoveHelperResult CollideAndSlide(MoveHelperResult current, float delta, int depth = 0, bool gravityPass = false)
{
if (depth >= MaxBounces)
return current;
var velocity = current.Velocity * delta; // I like to set Velocity as units/second but we have to deal with units/tick here
var position = current.Position;
// GROUND AND UNSTUCK CHECK //
if (depth == 0) // Only check for the first step since it's impossible to get stuck on other steps
{
var groundTrace = BuildTrace(_shrunkenBounds, position, position + Vector3.Down * GroundStickDistance);
if (groundTrace.StartedSolid)
{
IsStuck = true;
if (UnstuckEnabled)
{
if (UnstuckTarget == null)
{
IsStuck = !TryUnstuck(position, out var result);
if (!IsStuck)
{
position = result; // Update the new position
if (groundTrace.GameObject != null)
if (groundTrace.GameObject.Components.TryGet<ShrimpleCharacterController>(out var otherHelper))
otherHelper.UnstuckTarget = this; // We already solved this, no need to unstuck the other helper
}
else
{
return new MoveHelperResult(position, Vector3.Zero); // Mission failed, bail out!
}
}
else
{
UnstuckTarget = null; // Alright the other MoveHelper got us unstuck so just do nothing
}
}
}
else
{
var hasLanded = !IsOnGround && Velocity.z <= 0f && groundTrace.Hit && groundTrace.Distance <= SkinWidth * 2f; // Wasn't on the ground and now is
var isGrounded = IsOnGround && groundTrace.Hit; // Was already on the ground and still is, this helps stick when going down stairs
IsOnGround = hasLanded || isGrounded;
GroundSurface = IsOnGround ? groundTrace.Surface : null;
GroundNormal = IsOnGround ? groundTrace.Normal : Vector3.Up;
GroundObject = IsOnGround ? groundTrace.GameObject : null;
IsSlipping = IsOnGround && GroundAngle > MaxGroundAngle;
if (IsSlipping && !gravityPass && velocity.z > 0f)
velocity = velocity.WithZ(0f); // If we're slipping ignore any extra velocity we had
if (IsOnGround && GroundStickEnabled && !IsSlipping)
{
position = groundTrace.EndPosition + Vector3.Up * SkinWidth; // Place on the ground
velocity = Vector3.VectorPlaneProject(velocity, GroundNormal); // Follow the ground you're on without projecting Z
}
IsStuck = false;
}
}
if (velocity.IsNearlyZero(0.01f)) // Not worth continuing, reduces small stutter
{
return new MoveHelperResult(position, Vector3.Zero);
}
var toTravel = velocity.Length + SkinWidth;
var targetPosition = position + velocity.Normal * toTravel;
var travelTrace = BuildTrace(_shrunkenBounds, position, targetPosition);
if (travelTrace.Hit)
{
var travelled = velocity.Normal * Math.Max(travelTrace.Distance - SkinWidth, 0f);
var leftover = velocity - travelled; // How much leftover velocity still needs to be simulated
var angle = Vector3.GetAngle(Vector3.Up, travelTrace.Normal);
if (toTravel >= SkinWidth && travelTrace.Distance < SkinWidth)
travelled = Vector3.Zero;
if (angle <= MaxGroundAngle) // Terrain we can walk on
{
if (gravityPass || !IsOnGround)
leftover = Vector3.VectorPlaneProject(leftover, travelTrace.Normal); // Don't project the vertical velocity after landing else it boosts your horizontal velocity
else
leftover = leftover.ProjectAndScale(travelTrace.Normal); // Project the velocity along the terrain
IsPushingAgainstWall = false;
WallObject = null;
}
else
{
var climbedStair = false;
if (angle >= 90f - WallTolerance && angle <= 90f + WallTolerance) // Check for walls
IsPushingAgainstWall = true; // We're pushing against a wall
if (StepsEnabled)
{
var isStep = angle >= 90f - StepTolerance && angle <= 90f + StepTolerance;
if (isStep || PseudoStepsEnabled) // Check for steps
{
if (IsOnGround) // Stairs VVV
{
var stepHorizontal = velocity.WithZ(0f).Normal * StepDepth; // How far in front we're looking for steps
var stepVertical = Vector3.Up * StepHeight; // How high we're looking for steps
var stepTrace = BuildTrace(_shrunkenBounds, travelTrace.EndPosition + stepHorizontal + stepVertical, travelTrace.EndPosition + stepHorizontal);
var stepAngle = Vector3.GetAngle(stepTrace.Normal, Vector3.Up);
if (!stepTrace.StartedSolid && stepTrace.Hit && stepAngle <= MaxGroundAngle) // We found a step!
{
if (isStep || !IsSlipping && PseudoStepsEnabled)
{
var stepDistance = stepTrace.EndPosition - travelTrace.EndPosition;
var stepTravelled = Vector3.Up * stepDistance;
position += stepTravelled; // Offset our position by the height of the step climbed
climbedStair = true;
IsPushingAgainstWall = false; // Nevermind, we're not against a wall, we climbed a step!
WallObject = null;
}
}
}
}
}
if (IsPushingAgainstWall)
{
// Scale our leftover velocity based on the angle of approach relative to the wall
// (Perpendicular = 0%, Parallel = 100%)
var scale = ScaleAgainstWalls ? 1f - Vector3.Dot(-travelTrace.Normal.Normal / GripFactorReduction, velocity.Normal) : 1f;
var wallLeftover = ScaleAgainstWalls ? Vector3.VectorPlaneProject(leftover, travelTrace.Normal.Normal) : leftover.ProjectAndScale(travelTrace.Normal.Normal);
leftover = (wallLeftover * scale).WithZ(wallLeftover.z);
WallObject = travelTrace.GameObject;
WallNormal = travelTrace.Normal;
}
else
{
if (!climbedStair)
{
var scale = IsSlipping ? 1f : 1f - Vector3.Dot(-travelTrace.Normal / GripFactorReduction, velocity.Normal);
leftover = ScaleAgainstWalls ? Vector3.VectorPlaneProject(leftover, travelTrace.Normal) * scale : leftover.ProjectAndScale(travelTrace.Normal);
}
}
}
if (travelled.Length <= 0.01f && leftover.Length <= 0.01f)
return new MoveHelperResult(position + travelled, travelled / delta);
var newResult = CollideAndSlide(new MoveHelperResult(position + travelled, leftover / delta), delta, depth + 1, gravityPass); // Simulate another bounce for the leftover velocity from the latest position
var currentResult = new MoveHelperResult(newResult.Position, travelled / delta + newResult.Velocity); // Use the new bounce's position and combine the velocities
return currentResult;
}
if (depth == 0 && !gravityPass)
{
IsPushingAgainstWall = false;
WallObject = null;
}
return new MoveHelperResult(position + velocity, velocity / delta); // We didn't hit anything? Ok just keep going then :-)
}
private float CalculateGoalSpeed(Vector3 wishVelocity, Vector3 velocity, bool isAccelerating, float delta)
{
float goalSpeed;
var isSameDirection = velocity.IsNearlyZero(1f) || Vector3.Dot(wishVelocity.WithZ(0f).Normal, velocity.WithZ(0f).Normal) >= 0f; // Is our wishVelocity roughly moving towards our velocity already?
var acceleration = IsOnGround ? GroundAcceleration : AirAcceleration;
var deceleration = IsOnGround ? GroundDeceleration : AirDeceleration;
if (isAccelerating)
goalSpeed = acceleration;
else
goalSpeed = !isSameDirection ? Math.Max(acceleration, deceleration) : deceleration; // Makes movement more responsive especially for flying or rolling
if (!IgnoreGroundSurface && GroundSurface != null)
goalSpeed *= GroundSurface.Friction; // Take into account the ground's friction
goalSpeed *= delta;
return goalSpeed;
}
private Vector3 CalculateGoalVelocity(float delta)
{
bool shouldIgnoreZ = IgnoreZ || (IgnoreZWhenZero && WishVelocity.z.AlmostEqual(0f));
var wishVelocity = shouldIgnoreZ ? (WishVelocity.Normal * WishVelocity.Length).WithZ(Velocity.z) : WishVelocity;
var isAccelerating = shouldIgnoreZ ? wishVelocity.WithZ(0f).Length >= Velocity.WithZ(0f).Length : wishVelocity.Length >= Velocity.Length;
var goalSpeed = CalculateGoalSpeed(wishVelocity, Velocity, isAccelerating, delta);
var goalVelocity = Velocity.MoveTowards(wishVelocity, goalSpeed);
return shouldIgnoreZ ? goalVelocity.WithZ(Velocity.z) : goalVelocity;
}
public bool TryUnstuck(Vector3 position, out Vector3 result)
{
var velocityLength = _lastVelocity.Length + SkinWidth;
var startPos = position - _lastVelocity.Normal * velocityLength; // Try undoing the last velocity 1st
var endPos = position;
for (int i = 0; i < MaxUnstuckTries + 1; i++)
{
if (i == 1)
startPos = position + Vector3.Up * 2f; // Try going up 2nd
if (i > 1)
startPos = position + Vector3.Random.Normal * ((float)i / 2f); // Start randomly checking 3rd
var unstuckTrace = BuildTrace(_shrunkenBounds, startPos, endPos);
if (!unstuckTrace.StartedSolid)
{
result = unstuckTrace.EndPosition - _lastVelocity.Normal * SkinWidth;
return true;
}
}
result = position;
return false;
}
/// <summary>
/// Debug don't use
/// </summary>
/// <param name="position"></param>
/// <param name="title"></param>
/// <returns></returns>
private bool TestPosition(Vector3 position, string title)
{
var testTrace = BuildTrace(_shrunkenBounds, position, position);
if (testTrace.StartedSolid)
{
Log.Info($"[{RealTime.Now}]{title} {GameObject.Name} started solid at {position} against {testTrace.GameObject}");
return true;
}
return false;
}
protected override void OnFixedUpdate()
{
base.OnFixedUpdate();
if (!ManuallyUpdate && Active)
Move();
}
}