// 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.Units; using UnityEngine; namespace Animancer.Examples.StateMachines { /// /// A which moves the character according to their /// . /// /// Brains /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines/MoveState /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Brains - Move State")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "/" + nameof(MoveState))] public sealed class MoveState : CharacterState { /************************************************************************************************************************/ [SerializeField, DegreesPerSecond] private float _TurnSpeed = 360; [SerializeField] private float _ParameterFadeSpeed = 2; [SerializeField] private LinearMixerTransition _Animation; /************************************************************************************************************************/ private void OnEnable() { Character.Animancer.Play(_Animation); _Animation.State.Parameter = Character.Parameters.WantsToRun ? 1 : 0; } /************************************************************************************************************************/ private void Update() { UpdateSpeed(); UpdateTurning(); } /************************************************************************************************************************/ private void UpdateSpeed() { var target = Character.Parameters.WantsToRun ? 1 : 0; _Animation.State.Parameter = Mathf.MoveTowards( _Animation.State.Parameter, target, _ParameterFadeSpeed * Time.deltaTime); } /************************************************************************************************************************/ private void UpdateTurning() { // Don't turn if we aren't trying to move. var movement = Character.Parameters.MovementDirection; if (movement == default) return; // Determine the angle we want to turn towards. // Without going into the maths behind it, Atan2 gives us the angle of a vector in radians. // So we just feed in the x and z values because we want an angle around the y axis, // then convert the result to degrees because Transform.eulerAngles uses degrees. var targetAngle = Mathf.Atan2(movement.x, movement.z) * Mathf.Rad2Deg; // Determine how far we can turn this frame (in degrees). var turnDelta = _TurnSpeed * Time.deltaTime; // Get the current rotation, move its y value towards the target, and apply it back to the Transform. var transform = Character.Animancer.transform; var eulerAngles = transform.eulerAngles; eulerAngles.y = Mathf.MoveTowardsAngle(eulerAngles.y, targetAngle, turnDelta); transform.eulerAngles = eulerAngles; } /************************************************************************************************************************/ } }