98 lines
3.6 KiB
C#
98 lines
3.6 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 UnityEngine;
|
|
using static Animancer.Validate;
|
|
|
|
namespace Animancer.Samples.AnimatorControllers.GameKit
|
|
{
|
|
/// <summary>A brain which controls the character using keyboard input.</summary>
|
|
/// <remarks>
|
|
/// This class serves the same purpose as <c>PlayerInput</c> from the 3D Game Kit.
|
|
/// <para></para>
|
|
/// <strong>Sample:</strong>
|
|
/// <see href="https://kybernetik.com.au/animancer/docs/samples/animator-controllers/3d-game-kit">
|
|
/// 3D Game Kit</see>
|
|
/// </remarks>
|
|
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.AnimatorControllers.GameKit/GameKitCharacterBrain
|
|
///
|
|
[AddComponentMenu(Strings.SamplesMenuPrefix + "Game Kit - Game Kit Character Brain")]
|
|
[AnimancerHelpUrl(typeof(GameKitCharacterBrain))]
|
|
public class GameKitCharacterBrain : MonoBehaviour
|
|
{
|
|
/************************************************************************************************************************/
|
|
|
|
[SerializeField] private Character _Character;
|
|
[SerializeField] private AirborneState _Jump;
|
|
[SerializeField] private CharacterState _Attack;
|
|
|
|
[SerializeField]
|
|
[Seconds(Rule = Value.IsNotNegative)]
|
|
private float _AttackInputTimeOut = 0.5f;
|
|
|
|
private StateMachine<CharacterState>.InputBuffer _InputBuffer;
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
protected virtual void Awake()
|
|
{
|
|
_InputBuffer = new(_Character.StateMachine);
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
protected virtual void Update()
|
|
{
|
|
UpdateMovement();
|
|
UpdateActions();
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
private void UpdateMovement()
|
|
{
|
|
Vector2 input = SampleInput.WASD;
|
|
if (input == Vector2.zero)
|
|
{
|
|
_Character.Parameters.MovementDirection = Vector3.zero;
|
|
return;
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
private void UpdateActions()
|
|
{
|
|
// Jump gets priority for better platforming.
|
|
if (SampleInput.SpaceDown)
|
|
{
|
|
_Jump.TryJump();
|
|
}
|
|
else if (SampleInput.SpaceUp)
|
|
{
|
|
_Jump.CancelJump();
|
|
}
|
|
|
|
if (SampleInput.LeftMouseDown)
|
|
{
|
|
_InputBuffer.Buffer(_Attack, _AttackInputTimeOut);
|
|
}
|
|
|
|
_InputBuffer.Update();
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
}
|
|
}
|