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CrowdControl/Assets/Plugins/Animancer/Examples/06 State Machines/06 Platformer/Creature.cs

122 lines
5.0 KiB
C#

2 months ago
// Animancer // Copyright 2020 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using System;
using UnityEngine;
namespace Animancer.Examples.StateMachines.Platformer
{
/// <summary>
/// A centralised group of references to the common parts of a creature and a state machine for their actions.
/// </summary>
[AddComponentMenu(Strings.MenuPrefix + "Examples/Platformer - Creature")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Platformer/Creature")]
[DefaultExecutionOrder(-5000)]// Initialise the State Machine early.
public sealed class Creature : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField]
private AnimancerComponent _Animancer;
public AnimancerComponent Animancer { get { return _Animancer; } }
[SerializeField]
private SpriteRenderer _Renderer;
public SpriteRenderer Renderer { get { return _Renderer; } }
[SerializeField]
private CreatureBrain _Brain;
public CreatureBrain Brain { get { return _Brain; } }
[SerializeField]
private Rigidbody2D _Rigidbody;
public Rigidbody2D Rigidbody { get { return _Rigidbody; } }
[SerializeField]
private GroundDetector _GroundDetector;
public GroundDetector GroundDetector { get { return _GroundDetector; } }
[SerializeField]
private Health _Health;
public Health Health { get { return _Health; } }
[SerializeField]
private CreatureState _Introduction;
public CreatureState Introduction { get { return _Introduction; } }
[SerializeField]
private CreatureState _Idle;
public CreatureState Idle { get { return _Idle; } }
// Stats.
// Mana.
// Pathfinding.
// Etc.
// Anything common to most creatures.
/************************************************************************************************************************/
/// <summary>
/// The Finite State Machine that manages the actions of this creature.
/// </summary>
public FSM.StateMachine<CreatureState> StateMachine { get; private set; }
/// <summary>
/// Forces the <see cref="StateMachine"/> to return to the <see cref="Idle"/> state.
/// </summary>
public Action ForceEnterIdleState { get; private set; }
/************************************************************************************************************************/
private void Awake()
{
// Note that this class has a [DefaultExecutionOrder] attribute to ensure that this method runs before any
// other components that might want to access it.
ForceEnterIdleState = () => StateMachine.ForceSetState(_Idle);
StateMachine = new FSM.StateMachine<CreatureState>(_Introduction);
}
/************************************************************************************************************************/
private void FixedUpdate()
{
var speed = StateMachine.CurrentState.MovementSpeed * _Brain.MovementDirection;
_Rigidbody.velocity = new Vector2(speed, _Rigidbody.velocity.y);
// The sprites face right by default, so flip the X axis when moving left.
if (speed != 0)
_Renderer.flipX = _Brain.MovementDirection < 0;
}
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
/// <summary>[Editor-Only]
/// Displays the current state at the bottom of the Inspector.
/// </summary>
/// <remarks>
/// Inspector Gadgets Pro allows you to easily customise the Inspector without writing a full custom Inspector
/// class by simply adding a method with this name. Without Inspector Gadgets, this method will do nothing.
/// It can be purchased from https://kybernetik.com.au/inspector-gadgets/pro
/// </remarks>
private void AfterInspectorGUI()
{
if (UnityEditor.EditorApplication.isPlaying)
{
var enabled = GUI.enabled;
GUI.enabled = false;
UnityEditor.EditorGUILayout.ObjectField("Current State", StateMachine.CurrentState, typeof(CreatureState), true);
GUI.enabled = enabled;
}
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
}