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CrowdControl/Assets/Plugins/Animancer/Examples/06 State Machines/03 Brains/States/LocomotionState.cs

123 lines
5.4 KiB
C#

3 months ago
// Animancer // Copyright 2020 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
namespace Animancer.Examples.StateMachines.Brains
{
/// <summary>
/// A <see cref="CreatureState"/> which moves the creature according to their
/// <see cref="CreatureBrain.MovementDirection"/>.
/// </summary>
[AddComponentMenu(Strings.MenuPrefix + "Examples/Brains - Locomotion State")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Brains/LocomotionState")]
public sealed class LocomotionState : CreatureState
{
/************************************************************************************************************************/
[SerializeField] private AnimationClip _Walk;
[SerializeField] private AnimationClip _Run;
/************************************************************************************************************************/
private void Update()
{
UpdateAnimation();
UpdateTurning();
}
/************************************************************************************************************************/
/// <summary>
/// This method is similar to the "PlayMove" method in <see cref="Locomotion.IdleAndWalkAndRun"/>, but instead
/// of checking <see cref="Input"/> to determine whether or not to run we are checking if the
/// <see cref="Creature.Brain"/> says it wants to run.
/// </summary>
private void UpdateAnimation()
{
// We will play either the Walk or Run animation.
// We need to know which animation we are trying to play and which is the other one.
AnimationClip playAnimation, otherAnimation;
if (Creature.Brain.IsRunning)
{
playAnimation = _Run;
otherAnimation = _Walk;
}
else
{
playAnimation = _Walk;
otherAnimation = _Run;
}
// Play the one we want.
var playState = Creature.Animancer.Play(playAnimation, 0.25f);
// If the brain wants to move slowly, slow down the animation.
var speed = Mathf.Min(Creature.Brain.MovementDirection.magnitude, 1);
playState.Speed = speed;
// If the other one is still fading out, align their NormalizedTime to ensure they stay at the same
// relative progress through their walk cycle.
var otherState = Creature.Animancer.States[otherAnimation];
if (otherState != null && otherState.IsPlaying)
{
playState.NormalizedTime = otherState.NormalizedTime;
otherState.Speed = speed;
}
}
/************************************************************************************************************************/
private void UpdateTurning()
{
// Do not turn if we are not trying to move.
var movement = Creature.Brain.MovementDirection;
if (movement == Vector3.zero)
return;
// Determine the angle we want to turn towards.
// Without going into the maths behind it, Atan2 gives us the angle of a vector in radians.
// So we just feed in the x and z values because we want an angle around the y axis,
// then convert the result to degrees because Transform.eulerAngles uses degrees.
var targetAngle = Mathf.Atan2(movement.x, movement.z) * Mathf.Rad2Deg;
// Determine how far we can turn this frame (in degrees).
var turnDelta = Creature.Stats.TurnSpeed * Time.deltaTime;
// Get the current rotation, move its y value towards the target, and apply it back to the Transform.
var transform = Creature.Animancer.transform;
var eulerAngles = transform.eulerAngles;
eulerAngles.y = Mathf.MoveTowardsAngle(eulerAngles.y, targetAngle, turnDelta);
transform.eulerAngles = eulerAngles;
}
/************************************************************************************************************************/
/// <summary>
/// Constantly moves the creature according to the <see cref="CreatureBrain.MovementDirection"/>.
/// </summary>
/// <remarks>
/// This method is kept simple for the sake of demonstrating the animation system in this example.
/// In a real game you would usually not set the velocity directly, but would instead use
/// <see cref="Rigidbody.AddForce"/> to avoid interfering with collisions and other forces.
/// </remarks>
private void FixedUpdate()
{
// Get the desired direction, remove any vertical component, and limit the magnitude to 1 or less.
// Otherwise a brain could make the creature travel at any speed by setting a longer vector.
var direction = Creature.Brain.MovementDirection;
direction.y = 0;
direction = Vector3.ClampMagnitude(direction, 1);
var speed = Creature.Stats.GetMoveSpeed(Creature.Brain.IsRunning);
Creature.Rigidbody.velocity = direction * speed;
}
/************************************************************************************************************************/
}
}