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CrowdControl/Assets/Plugins/Animancer/Examples/04 Directional Sprites/02 Character Controller/SpriteCharacterController.cs

129 lines
5.6 KiB
C#

1 month 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.DirectionalSprites
{
/// <summary>
/// A more complex version of the <see cref="SpriteMovementController"/> which adds running and pushing animations
/// as well as the ability to actually move around.
/// </summary>
[AddComponentMenu(Strings.MenuPrefix + "Examples/Directional Sprites - Sprite Character Controller")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.DirectionalSprites/SpriteCharacterController")]
public sealed class SpriteCharacterController : MonoBehaviour
{
/************************************************************************************************************************/
[Header("Physics")]
[SerializeField] private CapsuleCollider2D _Collider;
[SerializeField] private Rigidbody2D _Rigidbody;
[SerializeField] private float _WalkSpeed = 1;
[SerializeField] private float _RunSpeed = 2;
[Header("Animations")]
[SerializeField] private AnimancerComponent _Animancer;
[SerializeField] private DirectionalAnimationSet _Idle;
[SerializeField] private DirectionalAnimationSet _Walk;
[SerializeField] private DirectionalAnimationSet _Run;
[SerializeField] private DirectionalAnimationSet _Push;
[SerializeField] private Vector2 _Facing = Vector2.down;
private Vector2 _Movement;
private DirectionalAnimationSet _CurrentAnimationSet;
/************************************************************************************************************************/
private void Awake()
{
Play(_Idle);
}
/************************************************************************************************************************/
private void Update()
{
_Movement = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
if (_Movement != Vector2.zero)
{
_Facing = _Movement;
UpdateMovementState();
// Snap the movement to the exact directions we have animations for.
// When using DirectionalAnimationSets this means the character will only move up/right/down/left.
// But DirectionalAnimationSet8s will allow diagonal movement as well.
_Movement = _CurrentAnimationSet.Snap(_Movement);
_Movement = Vector2.ClampMagnitude(_Movement, 1);
}
else
{
Play(_Idle);
}
}
/************************************************************************************************************************/
private void Play(DirectionalAnimationSet animations)
{
_CurrentAnimationSet = animations;
_Animancer.Play(animations.GetClip(_Facing));
}
/************************************************************************************************************************/
// Pre-allocate an array of contact points so Unity doesn't need to allocate a new one every time we call
// _Collider.GetContacts. This example will never have more than 4 contact points, but you might consider a
// higher number in a real game. Even a large number like 64 would be better than making new ones every time.
private static readonly ContactPoint2D[] Contacts = new ContactPoint2D[4];
private void UpdateMovementState()
{
var contactCount = _Collider.GetContacts(Contacts);
for (int i = 0; i < contactCount; i++)
{
// If we are moving directly towards an object (or within 30 degrees of it), we are pushing it.
if (Vector2.Angle(Contacts[i].normal, _Movement) > 180 - 30)
{
Play(_Push);
return;
}
}
var isRunning = Input.GetButton("Fire3");// Left Shift by default.
Play(isRunning ? _Run : _Walk);
}
/************************************************************************************************************************/
private void FixedUpdate()
{
// Determine the desired speed based on the current animation.
var speed = _CurrentAnimationSet == _Run ? _RunSpeed : _WalkSpeed;
_Rigidbody.velocity = _Movement * speed;
}
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
/// <summary>[Editor-Only]
/// Called by the Unity Editor in Edit Mode whenever an instance of this script is loaded or a value is changed
/// in the Inspector.
/// <para></para>
/// Sets the character's starting sprite in Edit Mode so you can see it while working in the scene.
/// </summary>
private void OnValidate()
{
if (_Idle == null)
return;
AnimancerUtilities.EditModePlay(_Animancer, _Idle.GetClip(_Facing), false);
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
}