// Copyright (C) 2023 Nicholas Maltbie // // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and // associated documentation files (the "Software"), to deal in the Software without restriction, // including without limitation the rights to use, copy, modify, merge, publish, distribute, // sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all copies or // substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING // BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY // CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. using UnityEngine; namespace nickmaltbie.OpenKCC.Environment.MovingGround { /// /// Component to track an object's displacement and rotation during an update. /// Also have a scaling factor based on player's relative velocity. /// This will fully attach for relative speeds below the minimum relative velocity and fully detach players for /// velocities over the maximum velocity threshold. /// public class RelativeVelocityMovementTracking : MovementTracking { /// /// Relative velocity under minimum velocity threshold will be fully attached. /// [SerializeField] [Tooltip("Relative velocity under minimum velocity threshold will be fully attached.")] internal float minimumVelocityThreshold = 1.0f; /// /// Relative velocities above minimum velocity threshold will be fully detached. /// [SerializeField] [Tooltip("Relative velocities above minimum velocity threshold will be fully detached.")] internal float maximumVelocityThreshold = 3.0f; /// public override float GetMovementWeight(Vector3 point, Vector3 playerVelocity) { float objSpeed = GetVelocityAtPoint(point).magnitude; float playerSpeed = playerVelocity.magnitude; float relativeVelocity = Mathf.Abs(objSpeed - playerSpeed); if (relativeVelocity <= minimumVelocityThreshold) { return 1.0f; } else if (relativeVelocity < maximumVelocityThreshold) { return 1 - (relativeVelocity - minimumVelocityThreshold) / (maximumVelocityThreshold - minimumVelocityThreshold); } return 0.0f; } } }