78 lines
3.1 KiB
C#
78 lines
3.1 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 UnityEngine;
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namespace Animancer.Examples.StateMachines
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{
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/// <summary>Uses player input to control a <see cref="Character"/>.</summary>
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/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/brains">Brains</see></example>
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/// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines/MovingCharacterBrain
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///
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[AddComponentMenu(Strings.ExamplesMenuPrefix + "Brains - Moving Character Brain")]
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[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "/" + nameof(MovingCharacterBrain))]
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public sealed class MovingCharacterBrain : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField] private Character _Character;
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[SerializeField] private CharacterState _Move;
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[SerializeField] private CharacterState _Action;
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/************************************************************************************************************************/
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private void Update()
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{
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UpdateMovement();
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UpdateAction();
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}
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/************************************************************************************************************************/
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private void UpdateMovement()
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{
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var input = ExampleInput.WASD;
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if (input != default)
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{
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// Get the camera's forward and right vectors and flatten them onto the XZ plane.
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var camera = Camera.main.transform;
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var forward = camera.forward;
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forward.y = 0;
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forward.Normalize();
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var right = camera.right;
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right.y = 0;
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right.Normalize();
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// Build the movement vector by multiplying the input by those axes.
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_Character.Parameters.MovementDirection =
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right * input.x +
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forward * input.y;
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// Enter the movement state if we aren't already in it.
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_Character.StateMachine.TrySetState(_Move);
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}
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else// If we aren't trying to move, clear the movement vector and return to idle.
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{
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_Character.Parameters.MovementDirection = default;
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_Character.StateMachine.TrySetDefaultState();
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}
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// Indicate whether the character wants to run or not.
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_Character.Parameters.WantsToRun = ExampleInput.LeftShiftHold;
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}
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/************************************************************************************************************************/
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private void UpdateAction()
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{
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if (ExampleInput.LeftMouseUp)
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_Character.StateMachine.TryResetState(_Action);
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}
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/************************************************************************************************************************/
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}
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}
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