Miscellaneous/FixedSwim.cs
using Sandbox;
using Sandbox.Movement;
namespace RedSnail.WaterTool;
/// <summary>
/// The character is swimming
/// </summary>
[Icon( "scuba_diving" ), Group( "Movement" ), Title( "MoveMode - Swim (Fixed)" )]
public sealed class MoveModeSwimFixed : MoveMode
{
[Property]
public int Priority { get; set; } = 10;
[Property, Range( 0, 1 )]
public float SwimLevel { get; set; } = 0.7f;
/// <summary>
/// We will update this based on how much you're in a "water" tagged trigger.
/// </summary>
public float WaterLevel { get; private set; }
public override void UpdateRigidBody( Rigidbody body )
{
body.Gravity = false;
body.LinearDamping = 3.3f;
body.AngularDamping = 1f;
}
public override int Score( PlayerController controller )
{
if ( WaterLevel > SwimLevel ) return Priority;
return -100;
}
public override void OnModeBegin()
{
Controller.IsSwimming = true;
}
public override void OnModeEnd( MoveMode next )
{
Controller.IsSwimming = false;
// jump when leaving the water
if ( Input.Down( "Jump" ) )
{
Controller.Jump( Vector3.Up * 300 );
}
}
protected override void OnFixedUpdate()
{
UpdateWaterLevel();
}
void UpdateWaterLevel()
{
if ( Controller?.Body == null )
return;
var wt = WorldTransform;
Vector3 head = wt.PointToWorld( new Vector3( 0, 0, Controller.CurrentHeight ) );
Vector3 foot = wt.Position;
float waterLevel = 0;
var waterSurface = WaterManager.GetWaterHeightAt( head );
var level = Vector3.InverseLerp( waterSurface, foot, head, true );
level = (level * 100).CeilToInt() / 100.0f;
if ( level > waterLevel )
waterLevel = level;
if ( WaterLevel != waterLevel )
{
WaterLevel = waterLevel;
}
}
public override Vector3 UpdateMove( Rotation eyes, Vector3 input )
{
if ( Input.Down( "jump" ) )
{
input += Vector3.Up;
}
return base.UpdateMove( eyes, input );
}
}