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136 lines
6.1 KiB
C#
136 lines
6.1 KiB
C#
2 months ago
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// Animancer // Copyright 2020 Kybernetik //
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#pragma warning disable CS0618 // Type or member is obsolete (for MixerState in Animancer Lite).
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using Animancer.Examples.FineControl;
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using UnityEngine;
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namespace Animancer.Examples.Locomotion
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{
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/// <summary>
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/// A <see cref="SpiderBot"/> with a <see cref="MixerState.Transition2D"/> and <see cref="Rigidbody"/> to allow the
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/// bot to move in any direction.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Locomotion - Spider Bot Advanced")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.Locomotion/SpiderBotAdvanced")]
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public sealed class SpiderBotAdvanced : SpiderBot
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{
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/************************************************************************************************************************/
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[SerializeField] private Rigidbody _Body;
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[SerializeField] private float _TurnSpeed = 90;
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[SerializeField] private float _MovementSpeed = 1.5f;
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[SerializeField] private float _SprintMultiplier = 2;
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/************************************************************************************************************************/
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[SerializeField]
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private MixerState.Transition2D _Move;
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protected override ITransition MovementAnimation
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{
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get { return _Move; }
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}
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/************************************************************************************************************************/
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private Vector3 _MovementDirection;
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protected override bool IsMoving
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{
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get { return _MovementDirection != Vector3.zero; }
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}
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/************************************************************************************************************************/
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protected override void Awake()
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{
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base.Awake();
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// Create the movement state but don't play it yet.
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// This ensures that we can access _MovementAnimation.State in other methods before actually playing it.
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Animancer.States.GetOrCreate(_Move);
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}
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/************************************************************************************************************************/
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protected override void Update()
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{
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// Calculate the movement direction and call the base method to wake up or go to sleep if necessary.
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_MovementDirection = GetMovementDirection();
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base.Update();
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// If the movement state is playing and not fading out:
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if (_Move.State.IsActive)
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{
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// Rotate towards the same Y angle as the camera.
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var eulerAngles = transform.eulerAngles;
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var targetEulerY = Camera.main.transform.eulerAngles.y;
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eulerAngles.y = Mathf.MoveTowardsAngle(eulerAngles.y, targetEulerY, _TurnSpeed * Time.deltaTime);
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transform.eulerAngles = eulerAngles;
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// The movement direction is in world space, so we need to convert it to local space to be appropriate
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// for the current rotation by using dot-products to determine how much of that direction lies along
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// each axis. This would be unnecessary if we did not rotate at all.
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_Move.State.Parameter = new Vector2(
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Vector3.Dot(transform.right, _MovementDirection),
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Vector3.Dot(transform.forward, _MovementDirection));
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// Set its speed depending on whether you are sprinting or not.
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var isSprinting = Input.GetMouseButton(0);
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_Move.State.Speed = isSprinting ? _SprintMultiplier : 1;
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}
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else// Otherwise stop it entirely.
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{
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_Move.State.Parameter = Vector2.zero;
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_Move.State.Speed = 0;
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}
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}
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/************************************************************************************************************************/
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private Vector3 GetMovementDirection()
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{
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// Get a ray from the main camera in the direction of the mouse cursor.
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var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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// Do a raycast with it and stop trying to move it it does not hit anything.
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// Note that this object is set to the Ignore Raycast layer so that the raycast will not hit it.
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RaycastHit raycastHit;
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if (!Physics.Raycast(ray, out raycastHit))// Note the exclamation mark !
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return Vector3.zero;
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// If the ray hit something, calculate the horizontal direction from this object to that point.
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var direction = raycastHit.point - transform.position;
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direction.y = 0;
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// If we are close to the destination, stop moving.
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// We could use an arbitrary small value like 0.1, but that would not work if the speed is too high.
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// Instead, we can calculate the distance it will actually move in a single frame at max speed to determine
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// if it would arrive or pass the destination next frame.
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var distance = direction.magnitude;
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if (distance < _MovementSpeed * _SprintMultiplier * Time.fixedDeltaTime)
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{
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return Vector3.zero;
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}
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else
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{
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// Otherwise normalize the direction so that we do not change speed based on distance.
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// Calling direction.Normalize() would do the same thing, but would calculate the magnitude again.
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return direction / distance;
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}
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}
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/************************************************************************************************************************/
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private void FixedUpdate()
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{
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// Move the rigidbody in the desired direction.
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_Body.velocity = _MovementDirection * _Move.State.Speed * _MovementSpeed;
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}
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/************************************************************************************************************************/
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}
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}
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