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

76 lines
3.0 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/brains">
/// Brains</see>
/// </remarks>
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.StateMachines/MovingCharacterBrain
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Brains - Moving Character Brain")]
[AnimancerHelpUrl(typeof(MovingCharacterBrain))]
public class MovingCharacterBrain : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private Character _Character;
[SerializeField] private CharacterState _Move;
[SerializeField] private CharacterState _Action;
/************************************************************************************************************************/
protected virtual void Update()
{
UpdateMovement();
UpdateAction();
}
/************************************************************************************************************************/
private void UpdateMovement()
{
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 movement state if we aren't already in it.
_Character.StateMachine.TrySetState(_Move);
}
else// If we aren't trying to move, clear the movement vector and return to idle.
{
_Character.Parameters.MovementDirection = Vector3.zero;
_Character.StateMachine.TrySetDefaultState();
}
// Try to run while holding shift.
_Character.Parameters.WantsToRun = SampleInput.LeftShiftHold;
}
/************************************************************************************************************************/
private void UpdateAction()
{
if (SampleInput.LeftMouseUp)
_Character.StateMachine.TryResetState(_Action);
}
/************************************************************************************************************************/
}
}