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CrowdControl/Assets/Plugins/Animancer/Examples/03 Locomotion/04 Directional Blending/SpiderBotAdvanced.cs

136 lines
6.1 KiB
C#

// Animancer // Copyright 2020 Kybernetik //
#pragma warning disable CS0618 // Type or member is obsolete (for MixerState in Animancer Lite).
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using Animancer.Examples.FineControl;
using UnityEngine;
namespace Animancer.Examples.Locomotion
{
/// <summary>
/// A <see cref="SpiderBot"/> with a <see cref="MixerState.Transition2D"/> and <see cref="Rigidbody"/> to allow the
/// bot to move in any direction.
/// </summary>
[AddComponentMenu(Strings.MenuPrefix + "Examples/Locomotion - Spider Bot Advanced")]
[HelpURL(Strings.APIDocumentationURL + ".Examples.Locomotion/SpiderBotAdvanced")]
public sealed class SpiderBotAdvanced : SpiderBot
{
/************************************************************************************************************************/
[SerializeField] private Rigidbody _Body;
[SerializeField] private float _TurnSpeed = 90;
[SerializeField] private float _MovementSpeed = 1.5f;
[SerializeField] private float _SprintMultiplier = 2;
/************************************************************************************************************************/
[SerializeField]
private MixerState.Transition2D _Move;
protected override ITransition MovementAnimation
{
get { return _Move; }
}
/************************************************************************************************************************/
private Vector3 _MovementDirection;
protected override bool IsMoving
{
get { return _MovementDirection != Vector3.zero; }
}
/************************************************************************************************************************/
protected override void Awake()
{
base.Awake();
// Create the movement state but don't play it yet.
// This ensures that we can access _MovementAnimation.State in other methods before actually playing it.
Animancer.States.GetOrCreate(_Move);
}
/************************************************************************************************************************/
protected override void Update()
{
// Calculate the movement direction and call the base method to wake up or go to sleep if necessary.
_MovementDirection = GetMovementDirection();
base.Update();
// If the movement state is playing and not fading out:
if (_Move.State.IsActive)
{
// Rotate towards the same Y angle as the camera.
var eulerAngles = transform.eulerAngles;
var targetEulerY = Camera.main.transform.eulerAngles.y;
eulerAngles.y = Mathf.MoveTowardsAngle(eulerAngles.y, targetEulerY, _TurnSpeed * Time.deltaTime);
transform.eulerAngles = eulerAngles;
// The movement direction is in world space, so we need to convert it to local space to be appropriate
// for the current rotation by using dot-products to determine how much of that direction lies along
// each axis. This would be unnecessary if we did not rotate at all.
_Move.State.Parameter = new Vector2(
Vector3.Dot(transform.right, _MovementDirection),
Vector3.Dot(transform.forward, _MovementDirection));
// Set its speed depending on whether you are sprinting or not.
var isSprinting = Input.GetMouseButton(0);
_Move.State.Speed = isSprinting ? _SprintMultiplier : 1;
}
else// Otherwise stop it entirely.
{
_Move.State.Parameter = Vector2.zero;
_Move.State.Speed = 0;
}
}
/************************************************************************************************************************/
private Vector3 GetMovementDirection()
{
// Get a ray from the main camera in the direction of the mouse cursor.
var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
// Do a raycast with it and stop trying to move it it does not hit anything.
// Note that this object is set to the Ignore Raycast layer so that the raycast will not hit it.
RaycastHit raycastHit;
if (!Physics.Raycast(ray, out raycastHit))// Note the exclamation mark !
return Vector3.zero;
// If the ray hit something, calculate the horizontal direction from this object to that point.
var direction = raycastHit.point - transform.position;
direction.y = 0;
// If we are close to the destination, stop moving.
// We could use an arbitrary small value like 0.1, but that would not work if the speed is too high.
// Instead, we can calculate the distance it will actually move in a single frame at max speed to determine
// if it would arrive or pass the destination next frame.
var distance = direction.magnitude;
if (distance < _MovementSpeed * _SprintMultiplier * Time.fixedDeltaTime)
{
return Vector3.zero;
}
else
{
// Otherwise normalize the direction so that we do not change speed based on distance.
// Calling direction.Normalize() would do the same thing, but would calculate the magnitude again.
return direction / distance;
}
}
/************************************************************************************************************************/
private void FixedUpdate()
{
// Move the rigidbody in the desired direction.
_Body.velocity = _MovementDirection * _Move.State.Speed * _MovementSpeed;
}
/************************************************************************************************************************/
}
}