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103 lines
4.1 KiB
C#
103 lines
4.1 KiB
C#
3 months ago
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// Animancer // Copyright 2020 Kybernetik //
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#pragma warning disable CS0618 // Type or member is obsolete (for NormalizedEndTime in Animancer Lite).
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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 UnityEngine;
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using UnityEngine.Events;
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namespace Animancer.Examples.AnimatorControllers.GameKit
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{
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Game Kit - Attack State")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.AnimatorControllers.GameKit/AttackState")]
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public sealed class AttackState : CreatureState
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{
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/************************************************************************************************************************/
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[SerializeField] private float _TurnSpeed = 400;
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[SerializeField] private UnityEvent _SetWeaponOwner;// See the Read Me.
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[SerializeField] private UnityEvent _OnStart;// See the Read Me.
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[SerializeField] private UnityEvent _OnEnd;// See the Read Me.
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[SerializeField] private ClipState.Transition[] _Animations;
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private int _AttackIndex = int.MaxValue;
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private ClipState.Transition _Attack;
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/************************************************************************************************************************/
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private void Awake()
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{
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_SetWeaponOwner.Invoke();
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}
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/************************************************************************************************************************/
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public override bool CanEnterState(CreatureState previousState)
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{
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return Creature.CharacterController.isGrounded;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Start at the beginning of the sequence by default, but if the previous attack hasn't faded out yet then
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/// perform the next attack instead.
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/// </summary>
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private void OnEnable()
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{
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if (_AttackIndex >= _Animations.Length - 1 ||
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_Animations[_AttackIndex].State.Weight == 0)
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{
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_AttackIndex = 0;
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}
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else
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{
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_AttackIndex++;
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}
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_Attack = _Animations[_AttackIndex];
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Creature.Animancer.Play(_Attack);
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Creature.ForwardSpeed = 0;
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_OnStart.Invoke();
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}
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/************************************************************************************************************************/
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private void OnDisable()
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{
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_OnEnd.Invoke();
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}
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/************************************************************************************************************************/
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public override bool FullMovementControl { get { return false; } }
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/************************************************************************************************************************/
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private void FixedUpdate()
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{
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if (Creature.CheckMotionState())
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return;
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Creature.TurnTowards(Creature.Brain.Movement, _TurnSpeed);
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}
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/************************************************************************************************************************/
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public override bool CanExitState(CreatureState nextState)
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{
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// Use the End Event time to determine when this state is alowed to exit.
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// We cannot simply have this method return false and set the End Event to call Creature.CheckMotionState
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// because it uses TrySetState (instead of ForceSetState) which would be prevented by returning false here.
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// And we cannot have this method return true because that would allow other actions like jumping in the
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// middle of an attack.
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return _Attack.State.NormalizedTime >= _Attack.State.Events.NormalizedEndTime;
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}
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/************************************************************************************************************************/
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}
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}
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