public override void PerformAction(float delta)
{
// guard: something goes wrong!
if (character.ladder == null)
{
character.ExitState(States.Fence);
return;
}
Ladder ladder = character.ladder;
Vector2 in2d = input.GetAxisRaw();
if (character.IsOnArea(Areas.Fence) && character.IsOnState(States.Fence))
{
// disable x movement
character.velocity.x = 0;
character.velocity.y = speed * in2d.y;
}
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.IncReady())
{
character.velocity = Vector2.zero;
character.ladder.Dismount(character);
character.ladder = null;
}
}
else
{
dismount.Reset();
}
}