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125 lines
5.4 KiB
C#
125 lines
5.4 KiB
C#
// Animancer // Copyright 2020 Kybernetik //
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#pragma warning disable CS0618 // Type or member is obsolete (for HybridAnimancerComponent in Animancer Lite).
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using Animancer.Examples.StateMachines.Brains;
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using UnityEngine;
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namespace Animancer.Examples.AnimatorControllers
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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.MovementDirection"/>.
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/// </summary>
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/// <remarks>
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/// This class is very similar to <see cref="StateMachines.Brains.LocomotionState"/>, except that it manages a
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/// Blend Tree instead of individual <see cref="AnimationClip"/>s.
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/// </remarks>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Hybrid - Locomotion State")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.AnimatorControllers/LocomotionState")]
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public sealed class LocomotionState : CreatureState
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{
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/************************************************************************************************************************/
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[SerializeField] private float _Acceleration = 3;
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private float _MoveBlend;
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/************************************************************************************************************************/
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private void OnEnable()
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{
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Animancer.PlayController();
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_MoveBlend = 0;
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}
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/************************************************************************************************************************/
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private void Update()
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{
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UpdateAnimation();
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UpdateTurning();
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}
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/************************************************************************************************************************/
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/// <summary>
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/// This method is similar to the "PlayMove" method in <see cref="Locomotion.IdleAndWalkAndRun"/>, but instead
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/// of checking <see cref="Input"/> to determine whether or not to run we are checking if the
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/// <see cref="Creature.Brain"/> says it wants to run.
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/// </summary>
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private void UpdateAnimation()
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{
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float targetBlend;
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if (Creature.Brain.MovementDirection == Vector3.zero)
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targetBlend = 0;
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else if (Creature.Brain.IsRunning)
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targetBlend = 1;
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else
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targetBlend = 0.5f;
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_MoveBlend = Mathf.MoveTowards(_MoveBlend, targetBlend, _Acceleration * Time.deltaTime);
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Animancer.SetFloat("MoveBlend", _MoveBlend);
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}
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/************************************************************************************************************************/
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/// <remarks>
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/// This method is identical to the same method in <see cref="StateMachines.Brains.LocomotionState"/>.
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/// </remarks>
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private void UpdateTurning()
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{
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var movement = Creature.Brain.MovementDirection;
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if (movement == Vector3.zero)
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return;
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var targetAngle = Mathf.Atan2(movement.x, movement.z) * Mathf.Rad2Deg;
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var turnDelta = Creature.Stats.TurnSpeed * Time.deltaTime;
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var transform = Creature.Animancer.transform;
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var eulerAngles = transform.eulerAngles;
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eulerAngles.y = Mathf.MoveTowardsAngle(eulerAngles.y, targetAngle, turnDelta);
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transform.eulerAngles = eulerAngles;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Constantly moves the creature according to the <see cref="CreatureBrain.MovementDirection"/>.
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/// </summary>
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/// <remarks>
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/// This method is kept simple for the sake of demonstrating the animation system in this example.
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/// In a real game you would usually not set the velocity directly, but would instead use
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/// <see cref="Rigidbody.AddForce"/> to avoid interfering with collisions and other forces.
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/// <para></para>
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/// This method is identical to the same method in <see cref="StateMachines.Brains.LocomotionState"/>.
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/// </remarks>
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private void FixedUpdate()
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{
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// Get the desired direction, remove any vertical component, and limit the magnitude to 1 or less.
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// Otherwise a brain could make the creature travel at any speed by setting a longer vector.
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var direction = Creature.Brain.MovementDirection;
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direction.y = 0;
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direction = Vector3.ClampMagnitude(direction, 1);
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var speed = Creature.Stats.GetMoveSpeed(Creature.Brain.IsRunning);
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Creature.Rigidbody.velocity = direction * speed;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Normally the <see cref="Creature"/> class would have a reference to the specific type of
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/// <see cref="AnimancerComponent"/> we want, but for the sake of reusing code from the earlier example, we
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/// just use a type cast here.
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/// </summary>
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private HybridAnimancerComponent Animancer
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{
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get { return (HybridAnimancerComponent)Creature.Animancer; }
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}
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/************************************************************************************************************************/
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}
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}
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