126 lines
6.1 KiB
C#
126 lines
6.1 KiB
C#
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using Animancer.Examples.FineControl;
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using Animancer.Units;
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using UnityEngine;
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namespace Animancer.Examples.Locomotion
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{
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/// <summary>
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/// Controls a <see cref="SpiderBot"/> with a <see cref="MixerTransition2D"/> and <see cref="Rigidbody"/> to allow
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/// the bot to move around the scene in any direction.
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/// </summary>
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/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/locomotion/directional-blending">Directional Blending</see></example>
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/// https://kybernetik.com.au/animancer/api/Animancer.Examples.Locomotion/SpiderBotController
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///
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[AddComponentMenu(Strings.ExamplesMenuPrefix + "Locomotion - Spider Bot Controller")]
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[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Locomotion) + "/" + nameof(SpiderBotController))]
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public sealed class SpiderBotController : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField] private SpiderBot _SpiderBot;
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[SerializeField] private Rigidbody _Body;
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[SerializeField, DegreesPerSecond] private float _TurnSpeed = 90;
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[SerializeField, MetersPerSecond] private float _MovementSpeed = 1.5f;
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[SerializeField, Multiplier] private float _SprintMultiplier = 2;
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/************************************************************************************************************************/
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private MixerState<Vector2> _MoveState;
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private Vector3 _MovementDirection;
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/************************************************************************************************************************/
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private void Awake()
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{
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// _SpiderBot.Move is an ITransition which doesn't have a Parameter property for us to control in Update.
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// So we need to create its state, type cast it to MixerState<Vector2>, and store it in a field.
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// Then we will be able to control that field's Parameter in Update.
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var state = _SpiderBot.Animancer.States.GetOrCreate(_SpiderBot.Move);
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_MoveState = (MixerState<Vector2>)state;
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}
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/************************************************************************************************************************/
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private void Update()
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{
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// Calculate the movement direction.
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_MovementDirection = GetMovementDirection();
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// The bot should be moving whenever the direction isn't zero.
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_SpiderBot.IsMoving = _MovementDirection != default;
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// If the movement state is playing and not fading out:
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if (_MoveState.IsActive)
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{
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// Rotate towards the same angle around the Y axis as the camera.
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var eulerAngles = transform.eulerAngles;
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var targetEulerY = Camera.main.transform.eulerAngles.y;
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eulerAngles.y = Mathf.MoveTowardsAngle(eulerAngles.y, targetEulerY, _TurnSpeed * Time.deltaTime);
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transform.eulerAngles = eulerAngles;
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// The movement direction is in world space, so we need to convert it to the bot's local space to be
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// appropriate for its current rotation. We do this by using dot-products to determine how much of that
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// direction lies along each axis. This would be unnecessary if we did not rotate at all.
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_MoveState.Parameter = new Vector2(
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Vector3.Dot(transform.right, _MovementDirection),
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Vector3.Dot(transform.forward, _MovementDirection));
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// Set its speed depending on whether you are sprinting or not.
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_MoveState.Speed = ExampleInput.LeftMouseHold ? _SprintMultiplier : 1;
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}
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else// Otherwise stop it entirely.
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{
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_MoveState.Parameter = default;
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_MoveState.Speed = 0;
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}
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}
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/************************************************************************************************************************/
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private Vector3 GetMovementDirection()
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{
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// Get a ray from the main camera in the direction of the mouse cursor.
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var ray = Camera.main.ScreenPointToRay(ExampleInput.MousePosition);
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// Do a raycast with it and stop trying to move it it does not hit anything.
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// Note that this object is set to the Ignore Raycast layer so that the raycast will not hit it.
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if (!Physics.Raycast(ray, out var raycastHit))// Note the exclamation mark !
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return default;
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// If the ray hit something, calculate the horizontal direction from this object to that point.
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var direction = raycastHit.point - transform.position;
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direction.y = 0;
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// Calculate how far we could move this frame at max speed.
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var movementThisFrame = _MovementSpeed * _SprintMultiplier * Time.fixedDeltaTime;
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// If we are close to the destination, stop moving.
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var distance = direction.magnitude;
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if (distance <= movementThisFrame)
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{
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return default;
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}
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else
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{
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// Otherwise normalize the direction so that we do not change speed based on distance.
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// Calling direction.Normalize() would do the same thing, but would calculate the magnitude again.
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return direction / distance;
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}
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}
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/************************************************************************************************************************/
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private void FixedUpdate()
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{
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// Set the velocity so that Unity will move the Rigidbody in the desired direction.
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_Body.velocity = _MoveState.Speed * _MovementSpeed * _MovementDirection;
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}
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/************************************************************************************************************************/
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}
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}
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