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

63 lines
2.2 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 UnityEngine;
namespace Animancer.Samples.StateMachines
{
/// <summary>Uses player input to control a <see cref="Character"/>.</summary>
///
/// <remarks>
/// <strong>Sample:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/samples/fsm/characters">
/// Characters</see>
/// </remarks>
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.StateMachines/BasicCharacterBrain
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Characters - Basic Character Brain")]
[AnimancerHelpUrl(typeof(BasicCharacterBrain))]
public class BasicCharacterBrain : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private Character _Character;
[SerializeField] private CharacterState _Move;
[SerializeField] private CharacterState _Action;
/************************************************************************************************************************/
protected virtual void Update()
{
UpdateMovement();
UpdateAction();
}
/************************************************************************************************************************/
private void UpdateMovement()
{
float forward = SampleInput.WASD.y;
if (forward > 0)
{
_Character.StateMachine.TrySetState(_Move);
}
else
{
_Character.StateMachine.TrySetDefaultState();
}
}
/************************************************************************************************************************/
private void UpdateAction()
{
if (SampleInput.LeftMouseUp)
_Character.StateMachine.TryResetState(_Action);
}
/************************************************************************************************************************/
}
}