// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using UnityEngine; namespace Animancer.Examples.StateMachines { /// Uses player input to control a . /// Brains /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines/MovingCharacterBrain /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Brains - Moving Character Brain")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "/" + nameof(MovingCharacterBrain))] public sealed class MovingCharacterBrain : MonoBehaviour { /************************************************************************************************************************/ [SerializeField] private Character _Character; [SerializeField] private CharacterState _Move; [SerializeField] private CharacterState _Action; /************************************************************************************************************************/ private void Update() { UpdateMovement(); UpdateAction(); } /************************************************************************************************************************/ private void UpdateMovement() { var input = ExampleInput.WASD; if (input != default) { // Get the camera's forward and right vectors and flatten them onto the XZ plane. var camera = Camera.main.transform; var forward = camera.forward; forward.y = 0; forward.Normalize(); var right = camera.right; right.y = 0; right.Normalize(); // Build the movement vector by multiplying the input by those axes. _Character.Parameters.MovementDirection = right * input.x + forward * input.y; // Enter the movement state if we aren't already in it. _Character.StateMachine.TrySetState(_Move); } else// If we aren't trying to move, clear the movement vector and return to idle. { _Character.Parameters.MovementDirection = default; _Character.StateMachine.TrySetDefaultState(); } // Indicate whether the character wants to run or not. _Character.Parameters.WantsToRun = ExampleInput.LeftShiftHold; } /************************************************************************************************************************/ private void UpdateAction() { if (ExampleInput.LeftMouseUp) _Character.StateMachine.TryResetState(_Action); } /************************************************************************************************************************/ } }