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