// 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 UnityEngine; using static Animancer.Validate; namespace Animancer.Samples.AnimatorControllers.GameKit { /// A brain which controls the character using keyboard input. /// /// This class serves the same purpose as PlayerInput from the 3D Game Kit. /// /// Sample: /// /// 3D Game Kit /// /// https://kybernetik.com.au/animancer/api/Animancer.Samples.AnimatorControllers.GameKit/GameKitCharacterBrain /// [AddComponentMenu(Strings.SamplesMenuPrefix + "Game Kit - Game Kit Character Brain")] [AnimancerHelpUrl(typeof(GameKitCharacterBrain))] public class GameKitCharacterBrain : MonoBehaviour { /************************************************************************************************************************/ [SerializeField] private Character _Character; [SerializeField] private AirborneState _Jump; [SerializeField] private CharacterState _Attack; [SerializeField] [Seconds(Rule = Value.IsNotNegative)] private float _AttackInputTimeOut = 0.5f; private StateMachine.InputBuffer _InputBuffer; /************************************************************************************************************************/ protected virtual void Awake() { _InputBuffer = new(_Character.StateMachine); } /************************************************************************************************************************/ protected virtual void Update() { UpdateMovement(); UpdateActions(); } /************************************************************************************************************************/ private void UpdateMovement() { Vector2 input = SampleInput.WASD; if (input == Vector2.zero) { _Character.Parameters.MovementDirection = Vector3.zero; return; } // 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; } /************************************************************************************************************************/ private void UpdateActions() { // Jump gets priority for better platforming. if (SampleInput.SpaceDown) { _Jump.TryJump(); } else if (SampleInput.SpaceUp) { _Jump.CancelJump(); } if (SampleInput.LeftMouseDown) { _InputBuffer.Buffer(_Attack, _AttackInputTimeOut); } _InputBuffer.Update(); } /************************************************************************************************************************/ } }