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122 lines
5.0 KiB
C#
122 lines
5.0 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 System;
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using UnityEngine;
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namespace Animancer.Examples.StateMachines.Platformer
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{
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/// <summary>
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/// A centralised group of references to the common parts of a creature and a state machine for their actions.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Platformer - Creature")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Platformer/Creature")]
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[DefaultExecutionOrder(-5000)]// Initialise the State Machine early.
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public sealed class Creature : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField]
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private AnimancerComponent _Animancer;
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public AnimancerComponent Animancer { get { return _Animancer; } }
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[SerializeField]
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private SpriteRenderer _Renderer;
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public SpriteRenderer Renderer { get { return _Renderer; } }
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[SerializeField]
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private CreatureBrain _Brain;
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public CreatureBrain Brain { get { return _Brain; } }
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[SerializeField]
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private Rigidbody2D _Rigidbody;
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public Rigidbody2D Rigidbody { get { return _Rigidbody; } }
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[SerializeField]
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private GroundDetector _GroundDetector;
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public GroundDetector GroundDetector { get { return _GroundDetector; } }
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[SerializeField]
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private Health _Health;
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public Health Health { get { return _Health; } }
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[SerializeField]
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private CreatureState _Introduction;
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public CreatureState Introduction { get { return _Introduction; } }
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[SerializeField]
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private CreatureState _Idle;
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public CreatureState Idle { get { return _Idle; } }
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// Stats.
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// Mana.
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// Pathfinding.
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// Etc.
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// Anything common to most creatures.
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/************************************************************************************************************************/
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/// <summary>
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/// The Finite State Machine that manages the actions of this creature.
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/// </summary>
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public FSM.StateMachine<CreatureState> StateMachine { get; private set; }
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/// <summary>
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/// Forces the <see cref="StateMachine"/> to return to the <see cref="Idle"/> state.
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/// </summary>
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public Action ForceEnterIdleState { get; private set; }
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/************************************************************************************************************************/
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private void Awake()
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{
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// Note that this class has a [DefaultExecutionOrder] attribute to ensure that this method runs before any
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// other components that might want to access it.
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ForceEnterIdleState = () => StateMachine.ForceSetState(_Idle);
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StateMachine = new FSM.StateMachine<CreatureState>(_Introduction);
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}
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/************************************************************************************************************************/
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private void FixedUpdate()
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{
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var speed = StateMachine.CurrentState.MovementSpeed * _Brain.MovementDirection;
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_Rigidbody.velocity = new Vector2(speed, _Rigidbody.velocity.y);
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// The sprites face right by default, so flip the X axis when moving left.
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if (speed != 0)
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_Renderer.flipX = _Brain.MovementDirection < 0;
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}
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/************************************************************************************************************************/
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#if UNITY_EDITOR
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/************************************************************************************************************************/
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/// <summary>[Editor-Only]
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/// Displays the current state at the bottom of the Inspector.
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/// </summary>
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/// <remarks>
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/// Inspector Gadgets Pro allows you to easily customise the Inspector without writing a full custom Inspector
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/// class by simply adding a method with this name. Without Inspector Gadgets, this method will do nothing.
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/// It can be purchased from https://kybernetik.com.au/inspector-gadgets/pro
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/// </remarks>
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private void AfterInspectorGUI()
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{
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if (UnityEditor.EditorApplication.isPlaying)
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{
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var enabled = GUI.enabled;
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GUI.enabled = false;
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UnityEditor.EditorGUILayout.ObjectField("Current State", StateMachine.CurrentState, typeof(CreatureState), true);
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GUI.enabled = enabled;
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}
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}
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/************************************************************************************************************************/
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#endif
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/************************************************************************************************************************/
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}
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}
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