BITFALL/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/States/LandingState.cs

98 lines
4.3 KiB
C#

// 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;
using UnityEngine.Events;
namespace Animancer.Examples.AnimatorControllers.GameKit
{
/// <summary>A <see cref="CharacterState"/> which plays a "landing on the ground" animation.</summary>
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/animator-controllers/3d-game-kit/landing">3D Game Kit/Landing</see></example>
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/LandingState
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Landing State")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(LandingState))]
public sealed class LandingState : CharacterState
{
/************************************************************************************************************************/
[SerializeField] private MixerTransition2D _SoftLanding;
[SerializeField] private ClipTransition _HardLanding;
[SerializeField, MetersPerSecond] private float _HardLandingForwardSpeed = 5;
[SerializeField, MetersPerSecond] private float _HardLandingVerticalSpeed = -10;
[SerializeField] private UnityEvent _PlayAudio;// See the Read Me.
private bool _IsSoftLanding;
/************************************************************************************************************************/
private void Awake()
{
_SoftLanding.Events.OnEnd =
_HardLanding.Events.OnEnd =
() => Character.CheckMotionState();
}
/************************************************************************************************************************/
public override bool CanEnterState => Character.Movement.IsGrounded;
/************************************************************************************************************************/
/// <summary>
/// Performs either a hard or soft landing depending on the current speed (both horizontal and vertical).
/// </summary>
private void OnEnable()
{
Character.Parameters.ForwardSpeed = Character.Parameters.DesiredForwardSpeed;
if (Character.Parameters.VerticalSpeed <= _HardLandingVerticalSpeed &&
Character.Parameters.ForwardSpeed >= _HardLandingForwardSpeed)
{
_IsSoftLanding = false;
Character.Animancer.Play(_HardLanding);
}
else
{
_IsSoftLanding = true;
Character.Animancer.Play(_SoftLanding);
_SoftLanding.State.Parameter = new Vector2(
Character.Parameters.ForwardSpeed,
Character.Parameters.VerticalSpeed);
}
// The landing sounds in the full 3D Game Kit have different variations based on the ground material, just
// like the footstep sounds as discussed in the LocomotionState.
_PlayAudio.Invoke();
}
/************************************************************************************************************************/
public override bool FullMovementControl => _IsSoftLanding;
/************************************************************************************************************************/
private void FixedUpdate()
{
if (!Character.Movement.IsGrounded &&
Character.StateMachine.TrySetState(Character.StateMachine.Airborne))
return;
Character.Movement.UpdateSpeedControl();
if (_IsSoftLanding)
{
// Update the horizontal speed but keep the initial vertical speed from when you first landed.
var parameter = _SoftLanding.State.Parameter;
parameter.x = Character.Parameters.ForwardSpeed;
_SoftLanding.State.Parameter = parameter;
}
}
/************************************************************************************************************************/
}
}