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303 lines
12 KiB
C#
303 lines
12 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 System;
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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 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/Game Kit - Creature")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.AnimatorControllers.GameKit/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 CharacterController _CharacterController;
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public CharacterController CharacterController { get { return _CharacterController; } }
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[SerializeField]
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private CreatureBrain _Brain;
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public CreatureBrain Brain
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{
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get { return _Brain; }
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set
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{
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if (_Brain == value)
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return;
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var oldBrain = _Brain;
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_Brain = value;
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// Make sure the old brain doesn't still reference this creature.
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if (oldBrain != null)
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oldBrain.Creature = null;
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// Give the new brain a reference to this creature.
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if (value != null)
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value.Creature = this;
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}
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}
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/// <summary>Inspector toggle so you can easily compare raw root motion with controlled motion.</summary>
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[SerializeField]
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private bool _FullMovementControl = true;
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[SerializeField]
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private CreatureStats _Stats;
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public CreatureStats Stats { get { return _Stats; } }
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/************************************************************************************************************************/
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[Header("States")]
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[SerializeField]
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private CreatureState _Respawn;
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public CreatureState Respawn { get { return _Respawn; } }
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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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[SerializeField]
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private CreatureState _Locomotion;
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public CreatureState Locomotion { get { return _Locomotion; } }
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[SerializeField]
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private AirborneState _Airborne;
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public AirborneState Airborne { get { return _Airborne; } }
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/************************************************************************************************************************/
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public 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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public float ForwardSpeed { get; set; }
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public float DesiredForwardSpeed { get; set; }
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public float VerticalSpeed { get; set; }
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public Material GroundMaterial { 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 StateMachine<CreatureState>(_Respawn);
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}
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/************************************************************************************************************************/
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#region Motion
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/************************************************************************************************************************/
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/// <summary>
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/// Check if this <see cref="Creature"/> should enter the Idle, Locomotion, or Airborne states depending on
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/// whether it is grounded and the movement input from the <see cref="Brain"/>.
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/// </summary>
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/// <remarks>
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/// We could add some null checks to this method to support creatures that don't have all the standard states,
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/// such as a creature that can't move or a flying creature that never lands.
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/// </remarks>
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public bool CheckMotionState()
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{
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CreatureState state;
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if (_CharacterController.isGrounded)
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{
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state = _Brain.Movement == Vector3.zero ? _Idle : _Locomotion;
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}
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else
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{
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state = _Airborne;
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}
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return
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state != StateMachine.CurrentState &&
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StateMachine.TryResetState(state);
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}
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/************************************************************************************************************************/
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public void UpdateSpeedControl()
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{
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var movement = _Brain.Movement;
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movement = Vector3.ClampMagnitude(movement, 1);
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DesiredForwardSpeed = movement.magnitude * _Stats.MaxSpeed;
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var deltaSpeed = movement != Vector3.zero ? _Stats.Acceleration : _Stats.Deceleration;
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ForwardSpeed = Mathf.MoveTowards(ForwardSpeed, DesiredForwardSpeed, deltaSpeed * Time.deltaTime);
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}
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/************************************************************************************************************************/
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public float CurrentTurnSpeed
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{
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get
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{
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return Mathf.Lerp(
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_Stats.MaxTurnSpeed,
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_Stats.MinTurnSpeed,
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ForwardSpeed / DesiredForwardSpeed);
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}
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}
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/************************************************************************************************************************/
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public bool GetTurnAngles(Vector3 direction, out float currentAngle, out float targetAngle)
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{
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if (direction == Vector3.zero)
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{
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currentAngle = float.NaN;
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targetAngle = float.NaN;
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return false;
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}
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var transform = this.transform;
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currentAngle = transform.eulerAngles.y;
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targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg;
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return true;
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}
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/************************************************************************************************************************/
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public void TurnTowards(float currentAngle, float targetAngle, float speed)
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{
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currentAngle = Mathf.MoveTowardsAngle(currentAngle, targetAngle, speed * Time.deltaTime);
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transform.eulerAngles = new Vector3(0, currentAngle, 0);
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}
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public void TurnTowards(Vector3 direction, float speed)
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{
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float currentAngle, targetAngle;
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if (GetTurnAngles(direction, out currentAngle, out targetAngle))
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TurnTowards(currentAngle, targetAngle, speed);
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}
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/************************************************************************************************************************/
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public void OnAnimatorMove()
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{
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var movement = GetRootMotion();
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CheckGround(ref movement);
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UpdateGravity(ref movement);
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_CharacterController.Move(movement);
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transform.rotation *= _Animancer.Animator.deltaRotation;
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}
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/************************************************************************************************************************/
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private Vector3 GetRootMotion()
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{
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var movement = StateMachine.CurrentState.RootMotion;
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// If the current state wants full movement control.
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if (_FullMovementControl && StateMachine.CurrentState.FullMovementControl)
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{
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// And we are actually trying to move.
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var direction = _Brain.Movement;
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direction.y = 0;
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if (direction == Vector3.zero)
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{
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movement = Vector3.zero;
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}
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else
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{
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// Then calculate the attempted movement in that direction and use only that.
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var magnitude = Vector3.Dot(direction.normalized, movement);
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movement = direction * magnitude;
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}
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}
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return movement;
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}
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/************************************************************************************************************************/
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private void CheckGround(ref Vector3 movement)
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{
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if (!CharacterController.isGrounded)
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return;
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const float GroundedRayDistance = 1f;
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RaycastHit hit;
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var ray = new Ray(transform.position + Vector3.up * GroundedRayDistance * 0.5f, -Vector3.up);
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if (Physics.Raycast(ray, out hit, GroundedRayDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore))
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{
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// Rotate the movement to lie along the ground vector.
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movement = Vector3.ProjectOnPlane(movement, hit.normal);
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// Store the current walking surface so the correct audio is played.
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var groundRenderer = hit.collider.GetComponentInChildren<Renderer>();
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GroundMaterial = groundRenderer ? groundRenderer.sharedMaterial : null;
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}
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else
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{
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GroundMaterial = null;
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}
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}
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/************************************************************************************************************************/
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private void UpdateGravity(ref Vector3 movement)
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{
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if (CharacterController.isGrounded && StateMachine.CurrentState.StickToGround)
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VerticalSpeed = -_Stats.Gravity * _Stats.StickingGravityProportion;
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else
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VerticalSpeed -= _Stats.Gravity * Time.deltaTime;
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movement.y += VerticalSpeed * Time.deltaTime;
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}
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/************************************************************************************************************************/
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#endregion
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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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/// Inspector Gadgets Pro calls this method after drawing the regular Inspector GUI, allowing this script to
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/// display its current state in Play Mode.
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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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GUI.enabled = false;
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UnityEditor.EditorGUILayout.ObjectField("Current State", StateMachine.CurrentState, typeof(CreatureState), true);
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GUI.enabled = true;
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VerticalSpeed = UnityEditor.EditorGUILayout.FloatField("Vertical Speed", VerticalSpeed);
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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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