BITFALL/Assets/Plugins/Animancer/Examples/09 Animator Controllers/02 Hybrid Character/HybridMoveState.cs

95 lines
4.0 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using Animancer.Examples.StateMachines;
using Animancer.Units;
using UnityEngine;
namespace Animancer.Examples.AnimatorControllers
{
/// <summary>
/// A <see cref="CharacterState"/> which moves the character according to their
/// <see cref="CharacterParameters.MovementDirection"/>.
/// </summary>
///
/// <remarks>
/// This class is very similar to <see cref="MoveState"/>, except that it manages a
/// Blend Tree instead of a Mixer.
/// </remarks>
///
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/animator-controllers/character">Hybrid Character</see></example>
///
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers/HybridMoveState
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Hybrid - Move State")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "/" + nameof(HybridMoveState))]
public sealed class HybridMoveState : CharacterState
{
/************************************************************************************************************************/
[SerializeField, DegreesPerSecond] private float _TurnSpeed = 360;
[SerializeField] private float _ParameterFadeSpeed = 2;
private float _MoveBlend;
/************************************************************************************************************************/
/// <summary>
/// Normally the <see cref="Character"/> class would have a reference to the specific type of
/// <see cref="AnimancerComponent"/> we want, but for the sake of reusing code from the earlier example, we
/// just use a type cast here.
/// </summary>
private HybridAnimancerComponent HybridAnimancer
=> (HybridAnimancerComponent)Character.Animancer;
/************************************************************************************************************************/
private void OnEnable()
{
HybridAnimancer.PlayController();
HybridAnimancer.SetBool(Animations.IsMoving, true);
_MoveBlend = Character.Parameters.WantsToRun ? 1 : 0;
}
/************************************************************************************************************************/
private void Update()
{
UpdateAnimation();
UpdateTurning();
}
/************************************************************************************************************************/
/// <summary>This method is similar to <see cref="MoveState.UpdateAnimation"/>.</summary>
private void UpdateAnimation()
{
var target = Character.Parameters.WantsToRun ? 1 : 0;
_MoveBlend = Mathf.MoveTowards(
_MoveBlend,
target,
_ParameterFadeSpeed * Time.deltaTime);
HybridAnimancer.SetFloat(Animations.MoveBlend, _MoveBlend);
}
/************************************************************************************************************************/
/// <remarks>This method is identical to <see cref="MoveState.UpdateTurning"/>.</remarks>
private void UpdateTurning()
{
var movement = Character.Parameters.MovementDirection;
if (movement == default)
return;
var targetAngle = Mathf.Atan2(movement.x, movement.z) * Mathf.Rad2Deg;
var turnDelta = _TurnSpeed * Time.deltaTime;
var transform = Character.Animancer.transform;
var eulerAngles = transform.eulerAngles;
eulerAngles.y = Mathf.MoveTowardsAngle(eulerAngles.y, targetAngle, turnDelta);
transform.eulerAngles = eulerAngles;
}
/************************************************************************************************************************/
}
}