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98 lines
3.4 KiB
C#
98 lines
3.4 KiB
C#
3 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.FSM;
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using UnityEngine;
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namespace Animancer.Examples.AnimatorControllers.GameKit
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{
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/// <summary>
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/// A <see cref="CreatureBrain"/> which controls the creature using keyboard input.
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/// </summary>
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/// <remarks>
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/// Equivalent to <see cref="PlayerInput"/> from the 3D Game Kit.
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/// </remarks>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Game Kit - Keyboard And Mouse Brain")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.AnimatorControllers.GameKit/KeyboardAndMouseBrain")]
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public sealed class KeyboardAndMouseBrain : CreatureBrain
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{
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/************************************************************************************************************************/
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[SerializeField] private CreatureState _Attack;
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[SerializeField] private float _AttackInputTimeOut = 0.5f;
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private StateMachine<CreatureState>.InputBuffer _InputBuffer;
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/************************************************************************************************************************/
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private void Awake()
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{
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_InputBuffer = new StateMachine<CreatureState>.InputBuffer(Creature.StateMachine);
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}
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/************************************************************************************************************************/
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private void Update()
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{
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UpdateMovement();
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UpdateActions();
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}
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/************************************************************************************************************************/
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private void UpdateMovement()
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{
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var input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
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if (input == Vector2.zero)
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{
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Movement = Vector3.zero;
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return;
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}
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// Get the camera's forward and right vectors and flatten them onto the XZ plane.
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var camera = Camera.main.transform;
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var forward = camera.forward;
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forward.y = 0;
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forward.Normalize();
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var right = camera.right;
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right.y = 0;
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right.Normalize();
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// Build the movement vector by multiplying the input by those axes.
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Movement =
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right * input.x +
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forward * input.y;
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Movement = Vector3.ClampMagnitude(Movement, 1);
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}
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/************************************************************************************************************************/
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private void UpdateActions()
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{
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// Jump gets priority for better platforming.
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if (Input.GetButtonDown("Jump"))
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{
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Creature.Airborne.TryJump();
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}
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else if (Input.GetButtonUp("Jump"))
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{
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Creature.Airborne.CancelJump();
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}
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if (Input.GetButtonDown("Fire1"))
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{
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_InputBuffer.TrySetState(_Attack, _AttackInputTimeOut);
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}
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else
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{
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_InputBuffer.Update();
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}
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}
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/************************************************************************************************************************/
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}
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}
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