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95 lines
3.9 KiB
C#
95 lines
3.9 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#pragma warning disable CS0618 // Type or member is obsolete (for Mixers in Animancer Lite).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 - Landing State")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.AnimatorControllers.GameKit/LandingState")]
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public sealed class LandingState : CreatureState
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{
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/************************************************************************************************************************/
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[SerializeField] private MixerState.Transition2D _SoftLanding;
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[SerializeField] private ClipState.Transition _HardLanding;
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[SerializeField] private float _HardLandingForwardSpeed = 5;
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[SerializeField] private float _HardLandingVerticalSpeed = -10;
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[SerializeField] private UnityEvent _PlayAudio;// See the Read Me.
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private bool _IsSoftLanding;
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/************************************************************************************************************************/
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private void Awake()
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{
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_SoftLanding.Events.Sequence.OnEnd =
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_HardLanding.Events.Sequence.OnEnd =
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() => Creature.CheckMotionState();
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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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/// Performs either a hard or soft landing depending on the current speed (both horizontal and vertical).
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/// </summary>
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private void OnEnable()
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{
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Creature.ForwardSpeed = Creature.DesiredForwardSpeed;
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if (Creature.VerticalSpeed <= _HardLandingVerticalSpeed &&
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Creature.ForwardSpeed >= _HardLandingForwardSpeed)
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{
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_IsSoftLanding = false;
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Creature.Animancer.Play(_HardLanding);
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}
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else
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{
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_IsSoftLanding = true;
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Creature.Animancer.Play(_SoftLanding);
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_SoftLanding.State.Parameter = new Vector2(Creature.ForwardSpeed, Creature.VerticalSpeed);
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}
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// The landing sounds in the full 3D Game Kit have different variations based on the ground material, just
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// like the footstep sounds as discussed in the LocomotionState.
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_PlayAudio.Invoke();
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}
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/************************************************************************************************************************/
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public override bool FullMovementControl { get { return _IsSoftLanding; } }
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/************************************************************************************************************************/
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private void FixedUpdate()
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{
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if (!Creature.CharacterController.isGrounded &&
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Creature.StateMachine.TrySetState(Creature.Airborne))
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return;
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Creature.UpdateSpeedControl();
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if (_IsSoftLanding)
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{
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// Update the horizontal speed but keep the initial vertical speed from when you first landed.
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var parameter = _SoftLanding.State.Parameter;
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parameter.x = Creature.ForwardSpeed;
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_SoftLanding.State.Parameter = parameter;
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}
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}
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/************************************************************************************************************************/
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}
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}
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