// 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 Animancer.FSM; using Animancer.Units; using System; using UnityEngine; namespace Animancer.Examples.StateMachines { /// Uses player input to control a . /// Weapons /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines/WeaponsCharacterBrain /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Weapons - Weapons Character Brain")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "/" + nameof(WeaponsCharacterBrain))] public sealed class WeaponsCharacterBrain : MonoBehaviour { /************************************************************************************************************************/ [SerializeField] private Character _Character; [SerializeField] private CharacterState _Move; [SerializeField] private CharacterState _Attack; [SerializeField, Seconds] private float _InputTimeOut = 0.5f; [SerializeField] private EquipState _Equip; [SerializeField] private Weapon[] _Weapons; private StateMachine.InputBuffer _InputBuffer; /************************************************************************************************************************/ private void Awake() { _InputBuffer = new StateMachine.InputBuffer(_Character.StateMachine); } /************************************************************************************************************************/ private void Update() { UpdateMovement(); UpdateEquip(); UpdateAction(); _InputBuffer.Update(); } /************************************************************************************************************************/ private void UpdateMovement()// This method is identical to the one in MovingCharacterBrain. { 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 locomotion state if we aren't already in it. _Character.StateMachine.TrySetState(_Move); } else { _Character.Parameters.MovementDirection = default; _Character.StateMachine.TrySetDefaultState(); } // Indicate whether the character wants to run or not. _Character.Parameters.WantsToRun = ExampleInput.LeftShiftHold; } /************************************************************************************************************************/ private void UpdateEquip() { if (ExampleInput.RightMouseDown) { var equippedWeaponIndex = Array.IndexOf(_Weapons, _Character.Equipment.Weapon); equippedWeaponIndex++; if (equippedWeaponIndex >= _Weapons.Length) equippedWeaponIndex = 0; _Equip.NextWeapon = _Weapons[equippedWeaponIndex]; _InputBuffer.Buffer(_Equip, _InputTimeOut); } } /************************************************************************************************************************/ private void UpdateAction() { if (ExampleInput.LeftMouseDown) { _InputBuffer.Buffer(_Attack, _InputTimeOut); } } /************************************************************************************************************************/ } }