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96 lines
3.9 KiB
C#
96 lines
3.9 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.AnimatorControllers.GameKit
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{
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/// <summary>
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/// A <see cref="CreatureState"/> which keeps the creature standing still.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Game Kit - Idle State")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.AnimatorControllers.GameKit/IdleState")]
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public sealed class IdleState : CreatureState
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{
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/************************************************************************************************************************/
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[SerializeField] private ClipState.Transition _MainAnimation;
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[SerializeField] private float _FirstRandomizeDelay = 5;
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[SerializeField] private float _MinRandomizeInterval = 0;
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[SerializeField] private float _MaxRandomizeInterval = 20;
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[SerializeField] private ClipState.Transition[] _RandomAnimations;
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private float _RandomizeTime;
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// _RandomizeDelay was originally handled by the PlayerController (Idle Timeout).
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// The min and max interval were handled by the RandomStateSMB on the Idle state in IdleSM.
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/************************************************************************************************************************/
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private void Awake()
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{
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Action onEnd = PlayMainAnimation;
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for (int i = 0; i < _RandomAnimations.Length; i++)
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{
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_RandomAnimations[i].Events.Sequence.OnEnd = onEnd;
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// We could just do `OnEnd = PlayMainAnimation` instead of declaring the delegate first, but that
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// assignment is actually shorthand for `new Action(PlayMainAnimation)` which would create a new
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// delegate object for each animation. This way all animations just share the same object.
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}
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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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private void OnEnable()
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{
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PlayMainAnimation();
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_RandomizeTime += _FirstRandomizeDelay;
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}
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private void PlayMainAnimation()
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{
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_RandomizeTime = UnityEngine.Random.Range(_MinRandomizeInterval, _MaxRandomizeInterval);
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Creature.Animancer.Play(_MainAnimation);
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}
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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.UpdateSpeedControl();
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// We use time where Mecanim used normalized time because choosing a number of seconds is much simpler than
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// finding out how long the animation is and working with multiples of that value.
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if (Creature.Animancer.States.Current == _MainAnimation.State &&
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Creature.Animancer.States.Current.Time >= _RandomizeTime)
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{
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PlayRandomAnimation();
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}
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}
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/************************************************************************************************************************/
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private void PlayRandomAnimation()
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{
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var index = UnityEngine.Random.Range(0, _RandomAnimations.Length);
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var animation = _RandomAnimations[index];
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Creature.Animancer.Play(animation);
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}
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/************************************************************************************************************************/
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}
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}
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