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CrowdControl/Assets/Plugins/Animancer/Examples/09 Animator Controllers/02 3D Game Kit/Creatures/Creature.cs

303 lines
12 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 System;
using UnityEngine;
namespace Animancer.Examples.AnimatorControllers.GameKit
{
/// <summary>
/// A centralised group of references to the common parts of a creature and a state machine for their actions.
/// </summary>
[AddComponentMenu(Strings.MenuPrefix + "Examples/Game Kit - Creature")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.AnimatorControllers.GameKit/Creature")]
[DefaultExecutionOrder(-5000)]// Initialise the State Machine early.
public sealed class Creature : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField]
private AnimancerComponent _Animancer;
public AnimancerComponent Animancer { get { return _Animancer; } }
[SerializeField]
private CharacterController _CharacterController;
public CharacterController CharacterController { get { return _CharacterController; } }
[SerializeField]
private CreatureBrain _Brain;
public CreatureBrain Brain
{
get { return _Brain; }
set
{
if (_Brain == value)
return;
var oldBrain = _Brain;
_Brain = value;
// Make sure the old brain doesn't still reference this creature.
if (oldBrain != null)
oldBrain.Creature = null;
// Give the new brain a reference to this creature.
if (value != null)
value.Creature = this;
}
}
/// <summary>Inspector toggle so you can easily compare raw root motion with controlled motion.</summary>
[SerializeField]
private bool _FullMovementControl = true;
[SerializeField]
private CreatureStats _Stats;
public CreatureStats Stats { get { return _Stats; } }
/************************************************************************************************************************/
[Header("States")]
[SerializeField]
private CreatureState _Respawn;
public CreatureState Respawn { get { return _Respawn; } }
[SerializeField]
private CreatureState _Idle;
public CreatureState Idle { get { return _Idle; } }
[SerializeField]
private CreatureState _Locomotion;
public CreatureState Locomotion { get { return _Locomotion; } }
[SerializeField]
private AirborneState _Airborne;
public AirborneState Airborne { get { return _Airborne; } }
/************************************************************************************************************************/
public StateMachine<CreatureState> StateMachine { get; private set; }
/// <summary>
/// Forces the <see cref="StateMachine"/> to return to the <see cref="Idle"/> state.
/// </summary>
public Action ForceEnterIdleState { get; private set; }
public float ForwardSpeed { get; set; }
public float DesiredForwardSpeed { get; set; }
public float VerticalSpeed { get; set; }
public Material GroundMaterial { get; private set; }
/************************************************************************************************************************/
private void Awake()
{
// Note that this class has a [DefaultExecutionOrder] attribute to ensure that this method runs before any
// other components that might want to access it.
ForceEnterIdleState = () => StateMachine.ForceSetState(_Idle);
StateMachine = new StateMachine<CreatureState>(_Respawn);
}
/************************************************************************************************************************/
#region Motion
/************************************************************************************************************************/
/// <summary>
/// Check if this <see cref="Creature"/> should enter the Idle, Locomotion, or Airborne states depending on
/// whether it is grounded and the movement input from the <see cref="Brain"/>.
/// </summary>
/// <remarks>
/// We could add some null checks to this method to support creatures that don't have all the standard states,
/// such as a creature that can't move or a flying creature that never lands.
/// </remarks>
public bool CheckMotionState()
{
CreatureState state;
if (_CharacterController.isGrounded)
{
state = _Brain.Movement == Vector3.zero ? _Idle : _Locomotion;
}
else
{
state = _Airborne;
}
return
state != StateMachine.CurrentState &&
StateMachine.TryResetState(state);
}
/************************************************************************************************************************/
public void UpdateSpeedControl()
{
var movement = _Brain.Movement;
movement = Vector3.ClampMagnitude(movement, 1);
DesiredForwardSpeed = movement.magnitude * _Stats.MaxSpeed;
var deltaSpeed = movement != Vector3.zero ? _Stats.Acceleration : _Stats.Deceleration;
ForwardSpeed = Mathf.MoveTowards(ForwardSpeed, DesiredForwardSpeed, deltaSpeed * Time.deltaTime);
}
/************************************************************************************************************************/
public float CurrentTurnSpeed
{
get
{
return Mathf.Lerp(
_Stats.MaxTurnSpeed,
_Stats.MinTurnSpeed,
ForwardSpeed / DesiredForwardSpeed);
}
}
/************************************************************************************************************************/
public bool GetTurnAngles(Vector3 direction, out float currentAngle, out float targetAngle)
{
if (direction == Vector3.zero)
{
currentAngle = float.NaN;
targetAngle = float.NaN;
return false;
}
var transform = this.transform;
currentAngle = transform.eulerAngles.y;
targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg;
return true;
}
/************************************************************************************************************************/
public void TurnTowards(float currentAngle, float targetAngle, float speed)
{
currentAngle = Mathf.MoveTowardsAngle(currentAngle, targetAngle, speed * Time.deltaTime);
transform.eulerAngles = new Vector3(0, currentAngle, 0);
}
public void TurnTowards(Vector3 direction, float speed)
{
float currentAngle, targetAngle;
if (GetTurnAngles(direction, out currentAngle, out targetAngle))
TurnTowards(currentAngle, targetAngle, speed);
}
/************************************************************************************************************************/
public void OnAnimatorMove()
{
var movement = GetRootMotion();
CheckGround(ref movement);
UpdateGravity(ref movement);
_CharacterController.Move(movement);
transform.rotation *= _Animancer.Animator.deltaRotation;
}
/************************************************************************************************************************/
private Vector3 GetRootMotion()
{
var movement = StateMachine.CurrentState.RootMotion;
// If the current state wants full movement control.
if (_FullMovementControl && StateMachine.CurrentState.FullMovementControl)
{
// And we are actually trying to move.
var direction = _Brain.Movement;
direction.y = 0;
if (direction == Vector3.zero)
{
movement = Vector3.zero;
}
else
{
// Then calculate the attempted movement in that direction and use only that.
var magnitude = Vector3.Dot(direction.normalized, movement);
movement = direction * magnitude;
}
}
return movement;
}
/************************************************************************************************************************/
private void CheckGround(ref Vector3 movement)
{
if (!CharacterController.isGrounded)
return;
const float GroundedRayDistance = 1f;
RaycastHit hit;
var ray = new Ray(transform.position + Vector3.up * GroundedRayDistance * 0.5f, -Vector3.up);
if (Physics.Raycast(ray, out hit, GroundedRayDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore))
{
// Rotate the movement to lie along the ground vector.
movement = Vector3.ProjectOnPlane(movement, hit.normal);
// Store the current walking surface so the correct audio is played.
var groundRenderer = hit.collider.GetComponentInChildren<Renderer>();
GroundMaterial = groundRenderer ? groundRenderer.sharedMaterial : null;
}
else
{
GroundMaterial = null;
}
}
/************************************************************************************************************************/
private void UpdateGravity(ref Vector3 movement)
{
if (CharacterController.isGrounded && StateMachine.CurrentState.StickToGround)
VerticalSpeed = -_Stats.Gravity * _Stats.StickingGravityProportion;
else
VerticalSpeed -= _Stats.Gravity * Time.deltaTime;
movement.y += VerticalSpeed * Time.deltaTime;
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
/// <summary>[Editor-Only]
/// Inspector Gadgets Pro calls this method after drawing the regular Inspector GUI, allowing this script to
/// display its current state in Play Mode.
/// </summary>
/// <remarks>
/// Inspector Gadgets Pro allows you to easily customise the Inspector without writing a full custom Inspector
/// class by simply adding a method with this name. Without Inspector Gadgets, this method will do nothing.
/// It can be purchased from https://kybernetik.com.au/inspector-gadgets/pro
/// </remarks>
private void AfterInspectorGUI()
{
if (UnityEditor.EditorApplication.isPlaying)
{
GUI.enabled = false;
UnityEditor.EditorGUILayout.ObjectField("Current State", StateMachine.CurrentState, typeof(CreatureState), true);
GUI.enabled = true;
VerticalSpeed = UnityEditor.EditorGUILayout.FloatField("Vertical Speed", VerticalSpeed);
}
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
}