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88 lines
3.1 KiB
C#
88 lines
3.1 KiB
C#
2 months ago
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// Animancer // Copyright 2020 Kybernetik //
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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.StateMachines.Brains;
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using UnityEngine;
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namespace Animancer.Examples.StateMachines.Weapons
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{
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/// <summary>
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/// A <see cref="CreatureState"/> which can perform <see cref="Weapon.AttackAnimations"/> in sequence.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Weapons - Attack State")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Weapon/AttackState")]
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public sealed class AttackState : CreatureState
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{
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/************************************************************************************************************************/
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[SerializeField] private EquipState _Equipment;
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private int _AttackIndex = int.MaxValue;
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/************************************************************************************************************************/
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/// <summary>
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/// Start at the beginning of the sequence by default, but if the previous attack hasn't faded out yet then
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/// perform the next attack instead.
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/// </summary>
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private void OnEnable()
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{
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Creature.Animancer.Animator.applyRootMotion = true;
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if (ShouldRestartCombo())
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{
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_AttackIndex = 0;
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}
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else
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{
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_AttackIndex++;
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}
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var animation = _Equipment.Weapon.AttackAnimations[_AttackIndex];
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var state = Creature.Animancer.Play(animation);
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state.Events.OnEnd = Creature.ForceEnterIdleState;
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}
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/************************************************************************************************************************/
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private bool ShouldRestartCombo()
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{
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var attackAnimations = _Equipment.Weapon.AttackAnimations;
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if (_AttackIndex >= attackAnimations.Length - 1)
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return true;
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var state = attackAnimations[_AttackIndex].State;
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if (state == null ||
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state.Weight == 0)
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return true;
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return false;
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}
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/************************************************************************************************************************/
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private void FixedUpdate()
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{
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Creature.Rigidbody.velocity = Vector3.zero;
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}
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/************************************************************************************************************************/
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public override bool CanExitState(CreatureState nextState)
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{
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return false;
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}
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/************************************************************************************************************************/
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private void OnDisable()
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{
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Creature.Animancer.Animator.applyRootMotion = false;
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}
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/************************************************************************************************************************/
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}
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}
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