51 lines
1.6 KiB
C#
51 lines
1.6 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using BITKit.Animations;
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using BITKit.Entities;
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using BITKit.StateMachine;
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using UnityEngine;
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namespace BITFALL.Player.Animation
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{
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public interface IPlayerAnimationState : IState
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{
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void OnMovementStateChanged(IEntityMovementState oldState, IEntityMovementState newState);
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}
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public class PlayerAnimationController : StateBasedComponent<IPlayerAnimationState>
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{
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public const string _Walk = "Walk";
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public const string _Run = "Run";
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public const string _Sprint = "Sprint";
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public const string _Crouch = "Crouch";
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[SerializeField] internal UnityAnimator animator;
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private IEntityMovement _movement;
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private static readonly int Vertical = Animator.StringToHash("Vertical");
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private static readonly int Horizontal = Animator.StringToHash("Horizontal");
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private static readonly int SqrMagnitude = Animator.StringToHash("SqrMagnitude");
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public override void OnAwake()
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{
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base.OnAwake();
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_movement = entity.Get<IEntityMovement>();
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_movement.OnStateChanged += OnMovementStateChanged;
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}
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public override void OnFixedUpdate(float deltaTime)
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{
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animator.animator.SetFloat(Vertical, _movement.LocomotionBasedVelocity.z);
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animator.animator.SetFloat(Horizontal, _movement.LocomotionBasedVelocity.x);
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animator.animator.SetFloat(SqrMagnitude, _movement.LocomotionBasedVelocity.sqrMagnitude);
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}
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private void OnMovementStateChanged(IEntityMovementState arg1, IEntityMovementState arg2)
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{
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foreach (var x in StateDictionary.Values)
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{
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x.OnMovementStateChanged(arg1,arg2);
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}
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}
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}
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}
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