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HighGroundRoyaleNetcode/Assets/Scripts/Gameplay/Configuration/VisualizationConfiguration.cs

83 lines
4.5 KiB
C#

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