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83 lines
4.5 KiB
C#
83 lines
4.5 KiB
C#
using System;
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using UnityEngine;
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namespace Unity.BossRoom.Gameplay.Configuration
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{
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/// <summary>
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/// Describes how a specific character visualization should be animated.
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/// </summary>
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[CreateAssetMenu]
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public class VisualizationConfiguration : ScriptableObject
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{
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[Header("Animation Triggers")]
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[Tooltip("Trigger for when a player character is resurrected")]
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[SerializeField] string m_AliveStateTrigger = "StandUp";
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[Tooltip("Trigger for when a player-character using this visualization becomes incapacitated")]
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[SerializeField] string m_FaintedStateTrigger = "FallDown";
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[Tooltip("Trigger for when a monster using this visualization becomes dead")]
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[SerializeField] string m_DeadStateTrigger = "Dead";
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[Tooltip("Trigger for when we expect to start moving very soon (to play a short animation in anticipation of moving soon)")]
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[SerializeField] string m_AnticipateMoveTrigger = "AnticipateMove";
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[Tooltip("Trigger for when a new character joins the game and we are already a dead monster")]
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[SerializeField] string m_EntryDeathTrigger = "EntryDeath";
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[Tooltip("Trigger for when a new character joins the game and we are already an incapacitated player")]
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[SerializeField] string m_EntryFaintedTrigger = "EntryFainted";
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[Header("Other Animation Variables")]
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[Tooltip("Variable that drives the character's movement animations")]
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[SerializeField] string m_SpeedVariable = "Speed";
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[Tooltip("Tag that should be on the \"do nothing\" default nodes of each animator layer")]
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[SerializeField] string m_BaseNodeTag = "BaseNode";
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[Header("Animation Speeds")]
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[Tooltip("The animator Speed value when character is dead")]
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public float SpeedDead = 0;
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[Tooltip("The animator Speed value when character is standing idle")]
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public float SpeedIdle = 0;
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[Tooltip("The animator Speed value when character is moving normally")]
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public float SpeedNormal = 1;
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[Tooltip("The animator Speed value when character is being pushed or knocked back")]
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public float SpeedUncontrolled = 0; // no leg movement; character appears to be sliding helplessly
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[Tooltip("The animator Speed value when character is magically slowed")]
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public float SpeedSlowed = 2; // hyper leg movement (character appears to be working very hard to move very little)
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[Tooltip("The animator Speed value when character is magically hasted")]
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public float SpeedHasted = 1.5f;
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[Tooltip("The animator Speed value when character is moving at a slower walking pace")]
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public float SpeedWalking = 0.5f;
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[Header("Associated Resources")]
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[Tooltip("Prefab for the Target Reticule used by this Character")]
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public GameObject TargetReticule;
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[Tooltip("Material to use when displaying a friendly target reticule (e.g. green color)")]
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public Material ReticuleFriendlyMat;
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[Tooltip("Material to use when displaying a hostile target reticule (e.g. red color)")]
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public Material ReticuleHostileMat;
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// These are maintained by our OnValidate(). Code refers to these hashed values, not the string versions!
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[SerializeField] [HideInInspector] public int AliveStateTriggerID;
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[SerializeField] [HideInInspector] public int FaintedStateTriggerID;
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[SerializeField] [HideInInspector] public int DeadStateTriggerID;
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[SerializeField] [HideInInspector] public int AnticipateMoveTriggerID;
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[SerializeField] [HideInInspector] public int EntryDeathTriggerID;
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[SerializeField] [HideInInspector] public int EntryFaintedTriggerID;
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[SerializeField] [HideInInspector] public int SpeedVariableID;
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[SerializeField] [HideInInspector] public int BaseNodeTagID;
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void OnValidate()
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{
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AliveStateTriggerID = Animator.StringToHash(m_AliveStateTrigger);
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FaintedStateTriggerID = Animator.StringToHash(m_FaintedStateTrigger);
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DeadStateTriggerID = Animator.StringToHash(m_DeadStateTrigger);
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AnticipateMoveTriggerID = Animator.StringToHash(m_AnticipateMoveTrigger);
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EntryDeathTriggerID = Animator.StringToHash(m_EntryDeathTrigger);
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EntryFaintedTriggerID = Animator.StringToHash(m_EntryFaintedTrigger);
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SpeedVariableID = Animator.StringToHash(m_SpeedVariable);
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BaseNodeTagID = Animator.StringToHash(m_BaseNodeTag);
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}
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}
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}
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