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148 lines
6.1 KiB
C#
148 lines
6.1 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#pragma warning disable CS0618 // Type or member is obsolete (for ControllerStates in Animancer Lite).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 System;
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using System.Reflection;
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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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/// <summary>
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/// A <see cref="CreatureState"/> which moves the creature according to their
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/// <see cref="CreatureBrain.Movement"/>.
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Game Kit - Locomotion State")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.AnimatorControllers.GameKit/LocomotionState")]
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public sealed class LocomotionState : CreatureState
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{
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/************************************************************************************************************************/
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[SerializeField] private Float2ControllerState.Transition _LocomotionBlendTree;
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[SerializeField] private ClipState.Transition _QuickTurnLeft;
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[SerializeField] private ClipState.Transition _QuickTurnRight;
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[SerializeField] private float _QuickTurnMoveSpeed = 2;
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[SerializeField] private float _QuickTurnAngle = 145;
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/************************************************************************************************************************/
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private void Awake()
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{
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_QuickTurnLeft.Events.Sequence.OnEnd =
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_QuickTurnRight.Events.Sequence.OnEnd =
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() => Creature.Animancer.Play(_LocomotionBlendTree);
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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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Creature.Animancer.Play(_LocomotionBlendTree);
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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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_LocomotionBlendTree.State.ParameterX = Creature.ForwardSpeed;
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// Or we could set the parameter manually:
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//_LocomotionBlendTree.State.Playable.SetFloat("Speed", Creature.ForwardSpeed);
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UpdateRotation();
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UpdateAudio();
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}
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/************************************************************************************************************************/
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private void UpdateRotation()
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{
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// If the default locomotion state is not active we must be performing a quick turn.
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// Those animations use root motion to perform the turn so we don't want any scripted rotation during them.
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if (!_LocomotionBlendTree.State.IsActive)
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return;
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float currentAngle, targetAngle;
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if (!Creature.GetTurnAngles(Creature.Brain.Movement, out currentAngle, out targetAngle))
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return;
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// Check if we should play a quick turn animation:
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// If we are moving fast enough.
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if (Creature.ForwardSpeed > _QuickTurnMoveSpeed)
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{
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// And turning sharp enough.
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var deltaAngle = Mathf.DeltaAngle(currentAngle, targetAngle);
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if (Mathf.Abs(deltaAngle) > _QuickTurnAngle)
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{
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// Determine which way we are turning.
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var turn = deltaAngle < 0 ? _QuickTurnLeft : _QuickTurnRight;
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// Make sure the desired turn is not already active so we don't keep using it repeatedly.
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if (turn.State == null || turn.State.Weight == 0)
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{
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Creature.Animancer.Play(turn);
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// Now that we are quick turning, we don't want to apply the scripted turning below.
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return;
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}
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}
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}
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Creature.TurnTowards(currentAngle, targetAngle, Creature.CurrentTurnSpeed);
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}
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/************************************************************************************************************************/
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[SerializeField] private UnityEvent _PlayFootstepAudio;// See the Read Me.
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private bool _CanPlayAudio;
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private bool _IsPlayingAudio;
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/// <remarks>
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/// This is the same logic used for locomotion audio in the original PlayerController.
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/// </remarks>
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private void UpdateAudio()
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{
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var footFallCurve = _LocomotionBlendTree.State.ParameterY;
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if (footFallCurve > 0.01f && !_IsPlayingAudio && _CanPlayAudio)
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{
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_IsPlayingAudio = true;
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_CanPlayAudio = false;
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// The full 3D Game Kit has different footstep sounds depending on the ground material and your speed
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// so it calls RandomAudioPlayer.PlayRandomClip with those parameters:
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//_FootstepAudio.PlayRandomClip(Creature.GroundMaterial, Creature.ForwardSpeed < 4 ? 0 : 1);
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// Unfortunately UnityEvents cannot call methods with multiple parameters (UltEvents can), but it does
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// not realy matter because the 3D Game Kit Lite only has one set of footstep sounds anyway.
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_PlayFootstepAudio.Invoke();
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}
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else if (_IsPlayingAudio)
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{
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_IsPlayingAudio = false;
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}
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else if (footFallCurve < 0.01f && !_CanPlayAudio)
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{
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_CanPlayAudio = true;
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}
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}
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/************************************************************************************************************************/
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}
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}
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