7 m_pCharacter = pCharacter;
8 m_pController = pController;
11 m_Input = pController.GetInputContext();
18 m_AnimationComponent.PhysicsEnableGravity(
false);
24 Print(
"SCR_CharacterCommandFly::OnDeactivate");
25 m_AnimationComponent.PhysicsEnableGravity(
true);
30 override void PreAnimUpdate(
float pDt)
37 override void PrePhysUpdate(
float pDt)
39 Print(
"SCR_CharacterCommandFly::PrePhysUpdate: " + pDt.ToString());
51 float swimSpeedX = 0, swimSpeedZ = 0, swimSpeedY = 0;
54 vector movDir = m_pController.GetMovementDirWorld();
57 if (movDir.Length() > 0)
59 swimSpeedZ = movDir[2] * m_fMovementSpeed;
60 swimSpeedX = movDir[0] * m_fMovementSpeed;
63 if (m_Input.GetJump() > 0)
77 m_fSpeedX =
Math.SmoothCD(m_fSpeedX, swimSpeedX, m_fSpeedXV, m_fMovementSpeedFltTime, m_fMovementSpeedFltMaxChange, pDt);
78 m_fSpeedY =
Math.SmoothCD(m_fSpeedY, swimSpeedY, m_fSpeedYV, m_fMovementSpeedFltTime, m_fMovementSpeedFltMaxChange, pDt);
79 m_fSpeedZ =
Math.SmoothCD(m_fSpeedZ, swimSpeedZ, m_fSpeedZV, m_fMovementSpeedFltTime, m_fMovementSpeedFltMaxChange, pDt);
82 trans[0] = trans[0] + m_fSpeedX * pDt;
83 trans[1] = trans[1] + m_fSpeedY * pDt;
84 trans[2] = trans[2] + m_fSpeedZ * pDt;
91 override bool PostPhysUpdate(
float pDt)
93 Print(
"SCR_CharacterCommandFly::PostPhysUpdate: " + pDt.ToString());
105 CharacterControllerComponent m_pController;
120 float m_fMovementSpeed = 25;
121 float m_fMovementSpeedFltTime = 0.3;
122 float m_fMovementSpeedFltMaxChange = 100;
proto void Print(void var, LogLevel level=LogLevel.NORMAL)
Prints content of variable to console/log.