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

95 lines
4.2 KiB
C#

1 month ago
// Animancer // Copyright 2020 Kybernetik //
#pragma warning disable CS0618 // Type or member is obsolete (for Mixers in Animancer Lite).
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using UnityEngine;
namespace Animancer.Examples.AnimatorControllers.GameKit
{
[AddComponentMenu(Strings.MenuPrefix + "Examples/Game Kit - Flinch State")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.AnimatorControllers.GameKit/FlinchState")]
public sealed class FlinchState : CreatureState
{
/************************************************************************************************************************/
[SerializeField] private MixerState.Transition2D _Animation;
[SerializeField] private LayerMask _EnemyLayers;
[SerializeField] private float _EnemyCheckRadius = 1;
/************************************************************************************************************************/
private void Awake()
{
_Animation.Events.Sequence.OnEnd = Creature.ForceEnterIdleState;
}
/************************************************************************************************************************/
public void OnDamageReceived()
{
Creature.StateMachine.ForceSetState(this);
}
/************************************************************************************************************************/
private void OnEnable()
{
Creature.ForwardSpeed = 0;
Creature.Animancer.Play(_Animation);
var direction = DetermineHitDirection();
// Once we know which direction the hit came from, we need to convert it to be relative to the model.
// The Parameter X represents left/right so we project the direction onto the right vector.
// The Parameter Y represents forward/back so we project the direction onto the forward vector.
_Animation.State.Parameter = new Vector2(
Vector3.Dot(Creature.Animancer.transform.right, direction),
Vector3.Dot(Creature.Animancer.transform.forward, direction));
}
/************************************************************************************************************************/
/// <summary>
/// Since Animancer does not actually depend on the 3D Game Kit (except for this example), we cannot reference
/// any of its scripts from here so we cannot use their <c>IMessageReceiver</c> system which informs the
/// defending creature where the incoming hit came from.
/// <para></para>
/// So instead we just find the closest enemy and use that as the direction.
/// </summary>
private Vector3 DetermineHitDirection()
{
var position = Creature.transform.position;
var closestEnemySquaredDistance = float.PositiveInfinity;
var closestEnemyDirection = Vector3.zero;
var enemies = Physics.OverlapSphere(position, _EnemyCheckRadius, _EnemyLayers);
for (int i = 0; i < enemies.Length; i++)
{
var direction = enemies[i].transform.position - position;
var squaredDistance = direction.magnitude;
if (closestEnemySquaredDistance > squaredDistance)
{
closestEnemySquaredDistance = squaredDistance;
closestEnemyDirection = direction;
}
}
return closestEnemyDirection.normalized;
}
/************************************************************************************************************************/
public override bool FullMovementControl { get { return false; } }
/************************************************************************************************************************/
public override bool CanExitState(CreatureState nextState)
{
return false;
}
/************************************************************************************************************************/
}
}