2025-05-09 15:40:34 +08:00

129 lines
5.8 KiB
C#

// 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.Mixers
{
/// <summary>
/// Controls Animancer parameters to make the character move
/// towards the mouse position using Root Motion in a 2D Mixer.
/// </summary>
///
/// <remarks>
/// <strong>Sample:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/samples/mixers/directional">
/// Directional Mixers</see>
/// </remarks>
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.Mixers/FollowMousePosition
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Mixers - Follow Mouse Position")]
[AnimancerHelpUrl(typeof(FollowMousePosition))]
public class FollowMousePosition : MonoBehaviour
{
/************************************************************************************************************************/
#if UNITY_PHYSICS_3D
/************************************************************************************************************************/
// We could hard code the parameter names like this:
// public static readonly StringReference ParameterX = "Movement X";
// public static readonly StringReference ParameterY = "Movement Y";
// But that would make this script less flexible
// and you wouldn't be able to see what it's using in the Inspector.
[SerializeField] private AnimancerComponent _Animancer;
[SerializeField] private StringAsset _ParameterX;
[SerializeField] private StringAsset _ParameterY;
[SerializeField, Seconds] private float _ParameterSmoothTime = 0.15f;
[SerializeField, Meters] private float _StopProximity = 0.1f;
/************************************************************************************************************************/
private SmoothedVector2Parameter _SmoothedParameters;
/************************************************************************************************************************/
protected virtual void Awake()
{
_SmoothedParameters = new SmoothedVector2Parameter(
_Animancer,
_ParameterX,
_ParameterY,
_ParameterSmoothTime);
}
/************************************************************************************************************************/
protected virtual void Update()
{
// Calculate the movement direction.
Vector3 movementDirection = GetMovementDirection();
// The movement direction is in world space,
// so we need to convert it to the character's local space
// to be appropriate for their current rotation.
Vector3 localDirection = transform.InverseTransformDirection(movementDirection);
// Then set the target value for the parameters to move towards:
// - Parameter X towards Direction X (right/left).
// - Parameter Y towards Direction Z (forwards/backwards).
// - Ignore Direction Y because the Mixer is only 2D.
_SmoothedParameters.TargetValue = new Vector2(localDirection.x, localDirection.z);
}
/************************************************************************************************************************/
private Vector3 GetMovementDirection()
{
// Get a ray from the main camera in the direction of the mouse cursor.
Ray ray = Camera.main.ScreenPointToRay(SampleInput.MousePosition);
// Raycast with it and stop trying to move it it doesn't hit anything.
if (!Physics.Raycast(ray, out RaycastHit raycastHit))// Note the exclamation mark !
return Vector3.zero;
// If the ray hit something, calculate the direction from this object to that point.
Vector3 direction = raycastHit.point - transform.position;
// If we are close to the destination, stop moving.
float squaredDistance = direction.sqrMagnitude;
if (squaredDistance <= _StopProximity * _StopProximity)
{
return Vector3.zero;
}
else
{
// Otherwise normalize the direction so that we don't change speed based on distance.
// Calling direction.Normalize() would do the same thing, but would calculate the magnitude again.
return direction / Mathf.Sqrt(squaredDistance);
}
}
/************************************************************************************************************************/
protected virtual void OnDestroy()
{
// It's not necessary for this sample,
// but if this component could be destroyed before the rest of the character
// then we need to Dispose the smoother to remove it from the target parameters.
_SmoothedParameters.Dispose();
}
/************************************************************************************************************************/
#else
/************************************************************************************************************************/
protected virtual void Awake()
{
SampleReadMe.LogMissingPhysics3DModuleError(this);
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
}