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CrowdControl/Assets/Plugins/Animancer/Examples/09 Animator Controllers/01 Hybrid Mini Game/LocomotionState.cs

125 lines
5.4 KiB
C#

3 months ago
// Animancer // Copyright 2020 Kybernetik //
#pragma warning disable CS0618 // Type or member is obsolete (for HybridAnimancerComponent in Animancer Lite).
using Animancer.Examples.StateMachines.Brains;
using UnityEngine;
namespace Animancer.Examples.AnimatorControllers
{
/// <summary>
/// A <see cref="CreatureState"/> which moves the creature according to their
/// <see cref="CreatureBrain.MovementDirection"/>.
/// </summary>
/// <remarks>
/// This class is very similar to <see cref="StateMachines.Brains.LocomotionState"/>, except that it manages a
/// Blend Tree instead of individual <see cref="AnimationClip"/>s.
/// </remarks>
[AddComponentMenu(Strings.MenuPrefix + "Examples/Hybrid - Locomotion State")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.AnimatorControllers/LocomotionState")]
public sealed class LocomotionState : CreatureState
{
/************************************************************************************************************************/
[SerializeField] private float _Acceleration = 3;
private float _MoveBlend;
/************************************************************************************************************************/
private void OnEnable()
{
Animancer.PlayController();
_MoveBlend = 0;
}
/************************************************************************************************************************/
private void Update()
{
UpdateAnimation();
UpdateTurning();
}
/************************************************************************************************************************/
/// <summary>
/// This method is similar to the "PlayMove" method in <see cref="Locomotion.IdleAndWalkAndRun"/>, but instead
/// of checking <see cref="Input"/> to determine whether or not to run we are checking if the
/// <see cref="Creature.Brain"/> says it wants to run.
/// </summary>
private void UpdateAnimation()
{
float targetBlend;
if (Creature.Brain.MovementDirection == Vector3.zero)
targetBlend = 0;
else if (Creature.Brain.IsRunning)
targetBlend = 1;
else
targetBlend = 0.5f;
_MoveBlend = Mathf.MoveTowards(_MoveBlend, targetBlend, _Acceleration * Time.deltaTime);
Animancer.SetFloat("MoveBlend", _MoveBlend);
}
/************************************************************************************************************************/
/// <remarks>
/// This method is identical to the same method in <see cref="StateMachines.Brains.LocomotionState"/>.
/// </remarks>
private void UpdateTurning()
{
var movement = Creature.Brain.MovementDirection;
if (movement == Vector3.zero)
return;
var targetAngle = Mathf.Atan2(movement.x, movement.z) * Mathf.Rad2Deg;
var turnDelta = Creature.Stats.TurnSpeed * Time.deltaTime;
var transform = Creature.Animancer.transform;
var eulerAngles = transform.eulerAngles;
eulerAngles.y = Mathf.MoveTowardsAngle(eulerAngles.y, targetAngle, turnDelta);
transform.eulerAngles = eulerAngles;
}
/************************************************************************************************************************/
/// <summary>
/// Constantly moves the creature according to the <see cref="CreatureBrain.MovementDirection"/>.
/// </summary>
/// <remarks>
/// This method is kept simple for the sake of demonstrating the animation system in this example.
/// In a real game you would usually not set the velocity directly, but would instead use
/// <see cref="Rigidbody.AddForce"/> to avoid interfering with collisions and other forces.
/// <para></para>
/// This method is identical to the same method in <see cref="StateMachines.Brains.LocomotionState"/>.
/// </remarks>
private void FixedUpdate()
{
// Get the desired direction, remove any vertical component, and limit the magnitude to 1 or less.
// Otherwise a brain could make the creature travel at any speed by setting a longer vector.
var direction = Creature.Brain.MovementDirection;
direction.y = 0;
direction = Vector3.ClampMagnitude(direction, 1);
var speed = Creature.Stats.GetMoveSpeed(Creature.Brain.IsRunning);
Creature.Rigidbody.velocity = direction * speed;
}
/************************************************************************************************************************/
/// <summary>
/// Normally the <see cref="Creature"/> class would have a reference to the specific type of
/// <see cref="AnimancerComponent"/> we want, but for the sake of reusing code from the earlier example, we
/// just use a type cast here.
/// </summary>
private HybridAnimancerComponent Animancer
{
get { return (HybridAnimancerComponent)Creature.Animancer; }
}
/************************************************************************************************************************/
}
}