164 lines
6.9 KiB
C#
164 lines
6.9 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using Animancer.Units;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Animancer.Samples.Sprites
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{
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/// <summary>
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/// A more complex version of the <see cref="DirectionalBasics"/> which adds
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/// running and pushing animations as well as the ability to actually move around.
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/// </summary>
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///
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/// <remarks>
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/// <strong>Sample:</strong>
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/// <see href="https://kybernetik.com.au/animancer/docs/samples/sprites/character">
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/// Directional Character</see>
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/// </remarks>
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///
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/// https://kybernetik.com.au/animancer/api/Animancer.Samples.Sprites/DirectionalCharacter
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///
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[AddComponentMenu(Strings.SamplesMenuPrefix + "Sprites - Directional Character")]
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[AnimancerHelpUrl(typeof(DirectionalCharacter))]
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public class DirectionalCharacter : MonoBehaviour
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{
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/************************************************************************************************************************/
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#if UNITY_PHYSICS_2D
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/************************************************************************************************************************/
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[Header("Physics")]
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[SerializeField] private CapsuleCollider2D _Collider;
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[SerializeField] private Rigidbody2D _Rigidbody;
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[SerializeField, MetersPerSecond] private float _WalkSpeed = 1;
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[SerializeField, MetersPerSecond] private float _RunSpeed = 2;
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[Header("Animations")]
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[SerializeField] private AnimancerComponent _Animancer;
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[SerializeField] private DirectionalAnimationSet _Idle;
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[SerializeField] private DirectionalAnimationSet _Walk;
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[SerializeField] private DirectionalAnimationSet _Run;
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[SerializeField] private DirectionalAnimationSet _Push;
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[SerializeField] private Vector2 _Facing = Vector2.down;
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private Vector2 _Movement;
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private DirectionalAnimationSet _CurrentAnimationSet;
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private static readonly TimeSynchronizer<AnimationGroup>
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TimeSynchronizer = new();
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public enum AnimationGroup
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{
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Other,
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Movement,
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}
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/************************************************************************************************************************/
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protected virtual void Awake()
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{
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_CurrentAnimationSet = _Idle;
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}
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/************************************************************************************************************************/
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protected virtual void Update()
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{
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_Movement = SampleInput.WASD;
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if (_Movement != Vector2.zero)
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{
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// Snap the movement to the exact directions we have animations for.
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// When using DirectionalAnimationSets this means the character will only move up/right/down/left.
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// But DirectionalAnimationSet8s will allow diagonal movement as well.
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_Movement = _CurrentAnimationSet.Snap(_Movement);
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_Movement = Vector2.ClampMagnitude(_Movement, 1);
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_Facing = _Movement;
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UpdateMovementState();
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}
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else
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{
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Play(_Idle, AnimationGroup.Other);
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}
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}
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/************************************************************************************************************************/
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private void Play(DirectionalAnimationSet animations, AnimationGroup group)
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{
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// Store the current time.
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TimeSynchronizer.StoreTime(_Animancer);
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_CurrentAnimationSet = animations;
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_Animancer.Play(animations.GetClip(_Facing));
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// If the new animation is in the synchronization group, give it the same time the previous animation had.
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TimeSynchronizer.SyncTime(_Animancer, group);
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}
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/************************************************************************************************************************/
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// Pre-allocate a list of contacts so Unity doesn't need to allocate a new one every time.
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// It's static because every character can use the same list one at a time.
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private static readonly List<ContactPoint2D> Contacts = new();
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private void UpdateMovementState()
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{
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int contactCount = _Collider.GetContacts(Contacts);
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for (int i = 0; i < contactCount; i++)
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{
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// If we're moving directly towards an object (or within 30 degrees of it), we are pushing it.
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if (Vector2.Angle(Contacts[i].normal, _Movement) > 180 - 30)
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{
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Play(_Push, AnimationGroup.Movement);
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return;
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}
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}
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DirectionalAnimationSet animations = SampleInput.LeftShiftHold ? _Run : _Walk;
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Play(animations, AnimationGroup.Movement);
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}
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/************************************************************************************************************************/
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protected virtual void FixedUpdate()
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{
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// Determine the desired speed based on the current animation.
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float speed = _CurrentAnimationSet == _Run ? _RunSpeed : _WalkSpeed;
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_Rigidbody.velocity = _Movement * speed;
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}
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/************************************************************************************************************************/
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#if UNITY_EDITOR
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/************************************************************************************************************************/
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/// <summary>[Editor-Only]
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/// Sets the character's starting sprite in Edit Mode so you can see it while working in the scene.
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/// </summary>
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/// <remarks>Called in Edit Mode whenever this script is loaded or a value is changed in the Inspector.</remarks>
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protected virtual void OnValidate()
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{
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if (_Idle != null)
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_Idle.GetClip(_Facing).EditModePlay(_Animancer);
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}
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/************************************************************************************************************************/
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#endif
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/************************************************************************************************************************/
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#else
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/************************************************************************************************************************/
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protected virtual void Awake()
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{
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SampleReadMe.LogMissingPhysics3DModuleError(this);
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}
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/************************************************************************************************************************/
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#endif
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/************************************************************************************************************************/
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}
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}
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