93 lines
4.5 KiB
C#
93 lines
4.5 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.Units;
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using UnityEngine;
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namespace Animancer.Examples.AnimatorControllers.GameKit
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{
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/// <summary>A <see cref="CharacterState"/> which plays a "getting hit" animation.</summary>
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/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/animator-controllers/3d-game-kit/flinch">3D Game Kit/Flinch</see></example>
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/// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/FlinchState
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///
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[AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Flinch State")]
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[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(FlinchState))]
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public sealed class FlinchState : CharacterState
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{
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/************************************************************************************************************************/
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[SerializeField] private MixerTransition2D _Animation;
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[SerializeField] private LayerMask _EnemyLayers;
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[SerializeField, Meters] private float _EnemyCheckRadius = 1;
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/************************************************************************************************************************/
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private void Awake()
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{
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_Animation.Events.OnEnd = Character.StateMachine.ForceSetDefaultState;
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}
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/************************************************************************************************************************/
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public void OnDamageReceived() => Character.StateMachine.ForceSetState(this);
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/************************************************************************************************************************/
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private void OnEnable()
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{
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Character.Parameters.ForwardSpeed = 0;
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Character.Animancer.Play(_Animation);
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var direction = DetermineHitDirection();
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// Once we know which direction the hit came from, we need to convert it to be relative to the model.
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// The Parameter X represents left/right so we project the direction onto the right vector.
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// The Parameter Y represents forward/back so we project the direction onto the forward vector.
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_Animation.State.Parameter = new Vector2(
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Vector3.Dot(Character.Animancer.transform.right, direction),
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Vector3.Dot(Character.Animancer.transform.forward, direction));
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Since Animancer does not actually depend on the 3D Game Kit (except for this example), we cannot reference
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/// any of its scripts from here so we cannot use their <c>IMessageReceiver</c> system which informs the
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/// defending character where the incoming hit came from.
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/// <para></para>
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/// So instead we just find the closest enemy and use that as the direction.
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/// </summary>
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private Vector3 DetermineHitDirection()
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{
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var position = Character.transform.position;
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var closestEnemySquaredDistance = float.PositiveInfinity;
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var closestEnemyDirection = default(Vector3);
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var enemies = Physics.OverlapSphere(position, _EnemyCheckRadius, _EnemyLayers);
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for (int i = 0; i < enemies.Length; i++)
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{
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var direction = enemies[i].transform.position - position;
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var squaredDistance = direction.magnitude;
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if (closestEnemySquaredDistance > squaredDistance)
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{
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closestEnemySquaredDistance = squaredDistance;
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closestEnemyDirection = direction;
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}
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}
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return closestEnemyDirection.normalized;
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}
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/************************************************************************************************************************/
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public override bool FullMovementControl => false;
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/************************************************************************************************************************/
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public override bool CanExitState => false;
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/************************************************************************************************************************/
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}
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}
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