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

148 lines
6.1 KiB
C#

3 months ago
// Animancer // Copyright 2020 Kybernetik //
#pragma warning disable CS0618 // Type or member is obsolete (for ControllerStates in Animancer Lite).
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using System;
using System.Reflection;
using UnityEngine;
using UnityEngine.Events;
namespace Animancer.Examples.AnimatorControllers.GameKit
{
/// <summary>
/// A <see cref="CreatureState"/> which moves the creature according to their
/// <see cref="CreatureBrain.Movement"/>.
/// </summary>
[AddComponentMenu(Strings.MenuPrefix + "Examples/Game Kit - Locomotion State")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.AnimatorControllers.GameKit/LocomotionState")]
public sealed class LocomotionState : CreatureState
{
/************************************************************************************************************************/
[SerializeField] private Float2ControllerState.Transition _LocomotionBlendTree;
[SerializeField] private ClipState.Transition _QuickTurnLeft;
[SerializeField] private ClipState.Transition _QuickTurnRight;
[SerializeField] private float _QuickTurnMoveSpeed = 2;
[SerializeField] private float _QuickTurnAngle = 145;
/************************************************************************************************************************/
private void Awake()
{
_QuickTurnLeft.Events.Sequence.OnEnd =
_QuickTurnRight.Events.Sequence.OnEnd =
() => Creature.Animancer.Play(_LocomotionBlendTree);
}
/************************************************************************************************************************/
public override bool CanEnterState(CreatureState previousState)
{
return Creature.CharacterController.isGrounded;
}
/************************************************************************************************************************/
private void OnEnable()
{
Creature.Animancer.Play(_LocomotionBlendTree);
}
/************************************************************************************************************************/
private void FixedUpdate()
{
if (Creature.CheckMotionState())
return;
Creature.UpdateSpeedControl();
_LocomotionBlendTree.State.ParameterX = Creature.ForwardSpeed;
// Or we could set the parameter manually:
//_LocomotionBlendTree.State.Playable.SetFloat("Speed", Creature.ForwardSpeed);
UpdateRotation();
UpdateAudio();
}
/************************************************************************************************************************/
private void UpdateRotation()
{
// If the default locomotion state is not active we must be performing a quick turn.
// Those animations use root motion to perform the turn so we don't want any scripted rotation during them.
if (!_LocomotionBlendTree.State.IsActive)
return;
float currentAngle, targetAngle;
if (!Creature.GetTurnAngles(Creature.Brain.Movement, out currentAngle, out targetAngle))
return;
// Check if we should play a quick turn animation:
// If we are moving fast enough.
if (Creature.ForwardSpeed > _QuickTurnMoveSpeed)
{
// And turning sharp enough.
var deltaAngle = Mathf.DeltaAngle(currentAngle, targetAngle);
if (Mathf.Abs(deltaAngle) > _QuickTurnAngle)
{
// Determine which way we are turning.
var turn = deltaAngle < 0 ? _QuickTurnLeft : _QuickTurnRight;
// Make sure the desired turn is not already active so we don't keep using it repeatedly.
if (turn.State == null || turn.State.Weight == 0)
{
Creature.Animancer.Play(turn);
// Now that we are quick turning, we don't want to apply the scripted turning below.
return;
}
}
}
Creature.TurnTowards(currentAngle, targetAngle, Creature.CurrentTurnSpeed);
}
/************************************************************************************************************************/
[SerializeField] private UnityEvent _PlayFootstepAudio;// See the Read Me.
private bool _CanPlayAudio;
private bool _IsPlayingAudio;
/// <remarks>
/// This is the same logic used for locomotion audio in the original PlayerController.
/// </remarks>
private void UpdateAudio()
{
var footFallCurve = _LocomotionBlendTree.State.ParameterY;
if (footFallCurve > 0.01f && !_IsPlayingAudio && _CanPlayAudio)
{
_IsPlayingAudio = true;
_CanPlayAudio = false;
// The full 3D Game Kit has different footstep sounds depending on the ground material and your speed
// so it calls RandomAudioPlayer.PlayRandomClip with those parameters:
//_FootstepAudio.PlayRandomClip(Creature.GroundMaterial, Creature.ForwardSpeed < 4 ? 0 : 1);
// Unfortunately UnityEvents cannot call methods with multiple parameters (UltEvents can), but it does
// not realy matter because the 3D Game Kit Lite only has one set of footstep sounds anyway.
_PlayFootstepAudio.Invoke();
}
else if (_IsPlayingAudio)
{
_IsPlayingAudio = false;
}
else if (footFallCurve < 0.01f && !_CanPlayAudio)
{
_CanPlayAudio = true;
}
}
/************************************************************************************************************************/
}
}