UnityPlatformer.CharacterActionLadder.PerformAction C# (CSharp) Method

PerformAction() public method

public PerformAction ( float delta ) : void
delta float
return void
    public override void PerformAction(float delta) {
      // guard: something goes wrong!
      if (character.ladder == null) {
        character.ExitState(States.Ladder);
        return;
      }
      Ladder ladder = character.ladder;

      Vector2 in2d = input.GetAxisRaw();

      if (character.IsOnArea(Areas.Ladder) && character.IsOnState(States.Ladder)) {
        // disable x movement
        character.velocity.x = 0;
        character.velocity.y = speed * in2d.y;
      }

      // TODO transition
      if (centering) {
        float ladderCenter = ladder.GetComponent<BoxCollider2D>().bounds.center.x;
        float characterX = character.GetCenter().x;
        if (Math.Abs(characterX - ladderCenter) < 0.05) {
          centering = false;
          character.velocity.x = 0;
        } else {
          // instant move to the center of the ladder!
          Mathf.SmoothDamp(characterX, ladderCenter, ref character.velocity.x, towardsTime, towardsSpeed, delta);
        }
      }

      if (ladder.topDismount && ladder.IsAtTop(character, character.feet) && in2d.y > 0) {
        // top dismount enabled and reached
        character.velocity = Vector2.zero;
        ladder.Dismount(character);
      } else if (ladder.bottomDismount && ladder.IsAtBottom(character, character.feet) && in2d.y < 0) {
        // bottom dismount enabled and reached
        character.velocity = Vector2.zero;
        ladder.Dismount(character);
      } else if (!ladder.topDismount && ladder.IsAboveTop(character, character.head) && in2d.y > 0) {
        // can't dismount (vine) don't let the head 'overflow' the ladder
        character.velocity = Vector2.zero;
      } else if (!ladder.bottomDismount && ladder.IsAtBottom(character, character.feet) && in2d.y < 0) {
        // can't dismount (vine) don't let the head 'overflow' the ladder
        // caveat: Vine cannot be near ground
        character.velocity = Vector2.zero;
      }

      character.SetFacing(in2d.x);

      // check for dismount conditions
      if (in2d.x != 0) {
        // do not allow to jump without telling the direction.
        // move up if you want it
        if (dismountJumping && input.IsActionHeld(actionJump.action)) {
          dismount.Reset();
          character.ladder.Dismount(character);
          character.ladder = null;

          actionJump.Jump(new JumpConstant(character,
            jumpOff.Clone((int) character.faceDir)
          ));
        } else if (dismount.Ready()) {
          character.velocity = Vector2.zero;
          character.ladder.Dismount(character);
          character.ladder = null;
        }
      } else {
        dismount.Reset();
      }
    }