// 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.Units;
using UnityEngine;
namespace Animancer.Samples.AnimatorControllers.GameKit
{
/// A which plays a series of "attack" animations.
///
///
/// Sample:
///
/// 3D Game Kit/Attack
///
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.AnimatorControllers.GameKit/AttackState
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Game Kit - Attack State")]
[AnimancerHelpUrl(typeof(AttackState))]
public class AttackState : CharacterState
{
/************************************************************************************************************************/
[SerializeField, DegreesPerSecond] private float _TurnSpeed = 400;
[SerializeField] private UnityEvent _SetWeaponOwner;// See the Read Me.
[SerializeField] private UnityEvent _OnStart;// See the Read Me.
[SerializeField] private UnityEvent _OnEnd;// See the Read Me.
[SerializeField] private ClipTransition[] _Animations;
private int _CurrentAnimationIndex = int.MaxValue;
private ClipTransition _CurrentAnimation;
/************************************************************************************************************************/
protected virtual void Awake()
{
_SetWeaponOwner.Invoke();
}
/************************************************************************************************************************/
public override bool CanEnterState => Character.Movement.IsGrounded;
/************************************************************************************************************************/
///
/// Start at the beginning of the sequence by default, but if the previous attack hasn't faded out yet then
/// perform the next attack instead.
///
protected virtual void OnEnable()
{
if (_CurrentAnimationIndex >= _Animations.Length - 1 ||
_Animations[_CurrentAnimationIndex].State.Weight == 0)
{
_CurrentAnimationIndex = 0;
}
else
{
_CurrentAnimationIndex++;
}
_CurrentAnimation = _Animations[_CurrentAnimationIndex];
Character.Animancer.Play(_CurrentAnimation);
Character.Parameters.ForwardSpeed = 0;
_OnStart.Invoke();
}
/************************************************************************************************************************/
protected virtual void OnDisable()
{
_OnEnd.Invoke();
}
/************************************************************************************************************************/
public override bool FullMovementControl => false;
/************************************************************************************************************************/
protected virtual void FixedUpdate()
{
if (Character.CheckMotionState())
return;
Character.Movement.TurnTowards(Character.Parameters.MovementDirection, _TurnSpeed);
}
/************************************************************************************************************************/
// Use the End Event time to determine when this state is alowed to exit.
// We cannot simply have this method return false and set the End Event to call Character.CheckMotionState
// because it uses TrySetState (instead of ForceSetState) which would be prevented if this returned false.
// And we cannot have this method return true because that would allow other actions like jumping in the
// middle of an attack.
public override bool CanExitState
=> _CurrentAnimation.State.NormalizedTime >= _CurrentAnimation.State.NormalizedEndTime;
/************************************************************************************************************************/
}
}