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

113 lines
4.3 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.FSM;
using Animancer.Units;
using System;
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/weapons">
/// Weapons</see>
/// </remarks>
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.StateMachines/WeaponsCharacterBrain
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Weapons - Weapons Character Brain")]
[AnimancerHelpUrl(typeof(WeaponsCharacterBrain))]
public class WeaponsCharacterBrain : MonoBehaviour
{
/************************************************************************************************************************/
[SerializeField] private Character _Character;
[SerializeField] private CharacterState _Move;
[SerializeField] private CharacterState _Attack;
[SerializeField, Seconds] private float _InputTimeOut = 0.5f;
[SerializeField] private EquipState _Equip;
[SerializeField] private Weapon[] _Weapons;
private StateMachine<CharacterState>.InputBuffer _InputBuffer;
/************************************************************************************************************************/
protected virtual void Awake()
{
_InputBuffer = new StateMachine<CharacterState>.InputBuffer(_Character.StateMachine);
}
/************************************************************************************************************************/
protected virtual void Update()
{
UpdateMovement();
UpdateEquip();
UpdateAction();
_InputBuffer.Update();
}
/************************************************************************************************************************/
private void UpdateMovement()// This method is identical to the one in MovingCharacterBrain.
{
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 locomotion state if we aren't already in it.
_Character.StateMachine.TrySetState(_Move);
}
else
{
_Character.Parameters.MovementDirection = Vector3.zero;
_Character.StateMachine.TrySetDefaultState();
}
// Indicate whether the character wants to run or not.
_Character.Parameters.WantsToRun = SampleInput.LeftShiftHold;
}
/************************************************************************************************************************/
private void UpdateEquip()
{
if (SampleInput.RightMouseDown)
{
int equippedWeaponIndex = Array.IndexOf(_Weapons, _Character.Equipment.Weapon);
equippedWeaponIndex++;
if (equippedWeaponIndex >= _Weapons.Length)
equippedWeaponIndex = 0;
_Equip.NextWeapon = _Weapons[equippedWeaponIndex];
_InputBuffer.Buffer(_Equip, _InputTimeOut);
}
}
/************************************************************************************************************************/
private void UpdateAction()
{
if (SampleInput.LeftMouseDown)
{
_InputBuffer.Buffer(_Attack, _InputTimeOut);
}
}
/************************************************************************************************************************/
}
}