// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using Animancer.FSM; using Animancer.Units; using System; using UnityEngine; namespace Animancer.Samples.StateMachines { /// Uses player input to control a . /// /// /// Sample: /// /// Weapons /// /// /// https://kybernetik.com.au/animancer/api/Animancer.Samples.StateMachines/WeaponsCharacterBrain /// [AddComponentMenu(Strings.SamplesMenuPrefix + "Weapons - Weapons Character Brain")] [AnimancerHelpUrl(typeof(WeaponsCharacterBrain))] public class WeaponsCharacterBrain : MonoBehaviour { /************************************************************************************************************************/ [SerializeField] private Character _Character; [SerializeField] private CharacterState _Move; [SerializeField] private CharacterState _Attack; [SerializeField, Seconds] private float _InputTimeOut = 0.5f; [SerializeField] private EquipState _Equip; [SerializeField] private Weapon[] _Weapons; private StateMachine.InputBuffer _InputBuffer; /************************************************************************************************************************/ protected virtual void Awake() { _InputBuffer = new StateMachine.InputBuffer(_Character.StateMachine); } /************************************************************************************************************************/ protected virtual void Update() { UpdateMovement(); UpdateEquip(); UpdateAction(); _InputBuffer.Update(); } /************************************************************************************************************************/ private void UpdateMovement()// This method is identical to the one in MovingCharacterBrain. { Vector2 input = SampleInput.WASD; if (input != Vector2.zero) { // Convert the input to 3D in the XZ plane. Vector3 movementDirection = new Vector3(input.x, 0, input.y); // Apply the camera's rotation and set the parameter. Transform camera = Camera.main.transform; movementDirection = camera.TransformDirection(movementDirection); _Character.Parameters.MovementDirection = movementDirection; // Enter the locomotion state if we aren't already in it. _Character.StateMachine.TrySetState(_Move); } else { _Character.Parameters.MovementDirection = Vector3.zero; _Character.StateMachine.TrySetDefaultState(); } // Indicate whether the character wants to run or not. _Character.Parameters.WantsToRun = SampleInput.LeftShiftHold; } /************************************************************************************************************************/ private void UpdateEquip() { if (SampleInput.RightMouseDown) { int equippedWeaponIndex = Array.IndexOf(_Weapons, _Character.Equipment.Weapon); equippedWeaponIndex++; if (equippedWeaponIndex >= _Weapons.Length) equippedWeaponIndex = 0; _Equip.NextWeapon = _Weapons[equippedWeaponIndex]; _InputBuffer.Buffer(_Equip, _InputTimeOut); } } /************************************************************************************************************************/ private void UpdateAction() { if (SampleInput.LeftMouseDown) { _InputBuffer.Buffer(_Attack, _InputTimeOut); } } /************************************************************************************************************************/ } }