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CrowdControl/Assets/Plugins/Animancer/Examples/09 Animator Controllers/02 3D Game Kit/States/AttackState.cs

103 lines
4.1 KiB
C#

2 months ago
// Animancer // Copyright 2020 Kybernetik //
#pragma warning disable CS0618 // Type or member is obsolete (for NormalizedEndTime in Animancer Lite).
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
using UnityEngine.Events;
namespace Animancer.Examples.AnimatorControllers.GameKit
{
[AddComponentMenu(Strings.MenuPrefix + "Examples/Game Kit - Attack State")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.AnimatorControllers.GameKit/AttackState")]
public sealed class AttackState : CreatureState
{
/************************************************************************************************************************/
[SerializeField] private float _TurnSpeed = 400;
[SerializeField] private UnityEvent _SetWeaponOwner;// See the Read Me.
[SerializeField] private UnityEvent _OnStart;// See the Read Me.
[SerializeField] private UnityEvent _OnEnd;// See the Read Me.
[SerializeField] private ClipState.Transition[] _Animations;
private int _AttackIndex = int.MaxValue;
private ClipState.Transition _Attack;
/************************************************************************************************************************/
private void Awake()
{
_SetWeaponOwner.Invoke();
}
/************************************************************************************************************************/
public override bool CanEnterState(CreatureState previousState)
{
return Creature.CharacterController.isGrounded;
}
/************************************************************************************************************************/
/// <summary>
/// Start at the beginning of the sequence by default, but if the previous attack hasn't faded out yet then
/// perform the next attack instead.
/// </summary>
private void OnEnable()
{
if (_AttackIndex >= _Animations.Length - 1 ||
_Animations[_AttackIndex].State.Weight == 0)
{
_AttackIndex = 0;
}
else
{
_AttackIndex++;
}
_Attack = _Animations[_AttackIndex];
Creature.Animancer.Play(_Attack);
Creature.ForwardSpeed = 0;
_OnStart.Invoke();
}
/************************************************************************************************************************/
private void OnDisable()
{
_OnEnd.Invoke();
}
/************************************************************************************************************************/
public override bool FullMovementControl { get { return false; } }
/************************************************************************************************************************/
private void FixedUpdate()
{
if (Creature.CheckMotionState())
return;
Creature.TurnTowards(Creature.Brain.Movement, _TurnSpeed);
}
/************************************************************************************************************************/
public override bool CanExitState(CreatureState nextState)
{
// Use the End Event time to determine when this state is alowed to exit.
// We cannot simply have this method return false and set the End Event to call Creature.CheckMotionState
// because it uses TrySetState (instead of ForceSetState) which would be prevented by returning false here.
// And we cannot have this method return true because that would allow other actions like jumping in the
// middle of an attack.
return _Attack.State.NormalizedTime >= _Attack.State.Events.NormalizedEndTime;
}
/************************************************************************************************************************/
}
}