feat: add movement behaviors

the following behaviors will function
MoveRight
MoveLeft
FlyUp
FlyDown
MoveForward
MoveBackward

The behavior of the behaviors is once a move in an axis is active, that behavior must finish its movement before another one on that axis can do another movement on it.
This commit is contained in:
David Markowitz
2025-06-10 22:51:24 -07:00
parent 263c329932
commit 0fb028e129
5 changed files with 93 additions and 25 deletions

View File

@@ -209,3 +209,31 @@ void ModelComponent::RemoveUnSmash() {
LOG_DEBUG("Removing UnSmash %i", m_NumActiveUnSmash);
m_NumActiveUnSmash--;
}
bool ModelComponent::TrySetVelocity(const NiPoint3& velocity) const {
auto currentVelocity = m_Parent->GetVelocity();
// If we're currently moving on an axis, prevent the move so only 1 behavior can have control over an axis
if (velocity != NiPoint3Constant::ZERO) {
const auto [x, y, z] = velocity;
if (x != 0.0f) {
if (currentVelocity.x != 0.0f) return false;
currentVelocity.x = x;
} else if (y != 0.0f) {
if (currentVelocity.y != 0.0f) return false;
currentVelocity.y = y;
} else if (z != 0.0f) {
if (currentVelocity.z != 0.0f) return false;
currentVelocity.z = z;
}
} else {
currentVelocity = velocity;
}
m_Parent->SetVelocity(currentVelocity);
return true;
}
void ModelComponent::SetVelocity(const NiPoint3& velocity) const {
m_Parent->SetVelocity(velocity);
}

View File

@@ -130,6 +130,14 @@ public:
bool IsUnSmashing() const { return m_NumActiveUnSmash != 0; }
void Resume();
// Attempts to set the velocity of an axis for movement.
// If the axis currently has a velocity of zero, returns true.
// If the axis is currently controlled by a behavior, returns false.
bool TrySetVelocity(const NiPoint3& velocity) const;
// Force sets the velocity to a value.
void SetVelocity(const NiPoint3& velocity) const;
private:
// Number of Actions that are awaiting an UnSmash to finish.
uint32_t m_NumActiveUnSmash{};