You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
63 lines
2.4 KiB
C#
63 lines
2.4 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 Animancer.FSM;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace Animancer.Examples.StateMachines.Brains
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// A <see cref="CreatureBrain"/> which controls the creature using keyboard input.
|
||
|
/// </summary>
|
||
|
[AddComponentMenu(Strings.MenuPrefix + "Examples/Brains - Keyboard Brain")]
|
||
|
[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Brains/KeyboardBrain")]
|
||
|
public sealed class KeyboardBrain : CreatureBrain
|
||
|
{
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
[SerializeField] private CreatureState _Locomotion;
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
|
||
|
private void Update()
|
||
|
{
|
||
|
var input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
|
||
|
if (input != Vector2.zero)
|
||
|
{
|
||
|
// Get the camera's forward and right vectors and flatten them onto the XZ plane.
|
||
|
var camera = Camera.main.transform;
|
||
|
|
||
|
var forward = camera.forward;
|
||
|
forward.y = 0;
|
||
|
forward.Normalize();
|
||
|
|
||
|
var right = camera.right;
|
||
|
right.y = 0;
|
||
|
right.Normalize();
|
||
|
|
||
|
// Build the movement vector by multiplying the input by those axes.
|
||
|
MovementDirection =
|
||
|
right * input.x +
|
||
|
forward * input.y;
|
||
|
|
||
|
// Determine if the player wants to run or not.
|
||
|
IsRunning = Input.GetButton("Fire3");//Left Shift by default.
|
||
|
|
||
|
// Enter the locomotion state if we aren't already in it.
|
||
|
_Locomotion.TryEnterState();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Clear the movement vector, though nothing should be using it while idle anyway.
|
||
|
MovementDirection = Vector3.zero;
|
||
|
|
||
|
// Enter the idle state if we aren't already in it.
|
||
|
Creature.Idle.TryEnterState();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/************************************************************************************************************************/
|
||
|
}
|
||
|
}
|