115 lines
4.4 KiB
C#
115 lines
4.4 KiB
C#
// 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.FSM;
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using Animancer.Units;
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using System;
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using UnityEngine;
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namespace Animancer.Examples.StateMachines
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{
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/// <summary>Uses player input to control a <see cref="Character"/>.</summary>
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/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/weapons">Weapons</see></example>
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/// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines/WeaponsCharacterBrain
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///
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[AddComponentMenu(Strings.ExamplesMenuPrefix + "Weapons - Weapons Character Brain")]
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[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "/" + nameof(WeaponsCharacterBrain))]
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public sealed class WeaponsCharacterBrain : MonoBehaviour
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{
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/************************************************************************************************************************/
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[SerializeField] private Character _Character;
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[SerializeField] private CharacterState _Move;
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[SerializeField] private CharacterState _Attack;
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[SerializeField, Seconds] private float _InputTimeOut = 0.5f;
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[SerializeField] private EquipState _Equip;
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[SerializeField] private Weapon[] _Weapons;
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private StateMachine<CharacterState>.InputBuffer _InputBuffer;
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/************************************************************************************************************************/
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private void Awake()
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{
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_InputBuffer = new StateMachine<CharacterState>.InputBuffer(_Character.StateMachine);
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}
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/************************************************************************************************************************/
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private void Update()
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{
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UpdateMovement();
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UpdateEquip();
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UpdateAction();
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_InputBuffer.Update();
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}
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/************************************************************************************************************************/
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private void UpdateMovement()// This method is identical to the one in MovingCharacterBrain.
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{
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var input = ExampleInput.WASD;
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if (input != default)
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{
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// Get the camera's forward and right vectors and flatten them onto the XZ plane.
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var camera = Camera.main.transform;
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var forward = camera.forward;
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forward.y = 0;
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forward.Normalize();
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var right = camera.right;
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right.y = 0;
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right.Normalize();
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// Build the movement vector by multiplying the input by those axes.
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_Character.Parameters.MovementDirection =
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right * input.x +
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forward * input.y;
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// Enter the locomotion state if we aren't already in it.
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_Character.StateMachine.TrySetState(_Move);
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}
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else
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{
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_Character.Parameters.MovementDirection = default;
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_Character.StateMachine.TrySetDefaultState();
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}
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// Indicate whether the character wants to run or not.
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_Character.Parameters.WantsToRun = ExampleInput.LeftShiftHold;
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}
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/************************************************************************************************************************/
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private void UpdateEquip()
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{
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if (ExampleInput.RightMouseDown)
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{
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var equippedWeaponIndex = Array.IndexOf(_Weapons, _Character.Equipment.Weapon);
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equippedWeaponIndex++;
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if (equippedWeaponIndex >= _Weapons.Length)
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equippedWeaponIndex = 0;
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_Equip.NextWeapon = _Weapons[equippedWeaponIndex];
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_InputBuffer.Buffer(_Equip, _InputTimeOut);
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}
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}
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/************************************************************************************************************************/
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private void UpdateAction()
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{
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if (ExampleInput.LeftMouseDown)
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{
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_InputBuffer.Buffer(_Attack, _InputTimeOut);
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}
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}
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/************************************************************************************************************************/
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}
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}
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