107 lines
4.4 KiB
C#
107 lines
4.4 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 UnityEngine;
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namespace Animancer.Samples.AnimatorControllers.GameKit
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{
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/// <summary>A <see cref="CharacterState"/> which plays a series of "attack" animations.</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/animator-controllers/3d-game-kit/attack">
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/// 3D Game Kit/Attack</see>
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/// </remarks>
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///
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/// https://kybernetik.com.au/animancer/api/Animancer.Samples.AnimatorControllers.GameKit/AttackState
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///
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[AddComponentMenu(Strings.SamplesMenuPrefix + "Game Kit - Attack State")]
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[AnimancerHelpUrl(typeof(AttackState))]
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public class AttackState : CharacterState
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{
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/************************************************************************************************************************/
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[SerializeField, DegreesPerSecond] private float _TurnSpeed = 400;
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[SerializeField] private UnityEvent _SetWeaponOwner;// See the Read Me.
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[SerializeField] private UnityEvent _OnStart;// See the Read Me.
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[SerializeField] private UnityEvent _OnEnd;// See the Read Me.
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[SerializeField] private ClipTransition[] _Animations;
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private int _CurrentAnimationIndex = int.MaxValue;
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private ClipTransition _CurrentAnimation;
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/************************************************************************************************************************/
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protected virtual void Awake()
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{
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_SetWeaponOwner.Invoke();
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}
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/************************************************************************************************************************/
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public override bool CanEnterState => Character.Movement.IsGrounded;
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/************************************************************************************************************************/
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/// <summary>
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/// Start at the beginning of the sequence by default, but if the previous attack hasn't faded out yet then
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/// perform the next attack instead.
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/// </summary>
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protected virtual void OnEnable()
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{
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if (_CurrentAnimationIndex >= _Animations.Length - 1 ||
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_Animations[_CurrentAnimationIndex].State.Weight == 0)
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{
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_CurrentAnimationIndex = 0;
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}
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else
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{
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_CurrentAnimationIndex++;
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}
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_CurrentAnimation = _Animations[_CurrentAnimationIndex];
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Character.Animancer.Play(_CurrentAnimation);
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Character.Parameters.ForwardSpeed = 0;
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_OnStart.Invoke();
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}
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/************************************************************************************************************************/
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protected virtual void OnDisable()
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{
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_OnEnd.Invoke();
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}
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/************************************************************************************************************************/
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public override bool FullMovementControl => false;
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/************************************************************************************************************************/
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protected virtual void FixedUpdate()
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{
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if (Character.CheckMotionState())
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return;
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Character.Movement.TurnTowards(Character.Parameters.MovementDirection, _TurnSpeed);
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}
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/************************************************************************************************************************/
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// Use the End Event time to determine when this state is alowed to exit.
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// We cannot simply have this method return false and set the End Event to call Character.CheckMotionState
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// because it uses TrySetState (instead of ForceSetState) which would be prevented if this returned false.
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// And we cannot have this method return true because that would allow other actions like jumping in the
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// middle of an attack.
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public override bool CanExitState
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=> _CurrentAnimation.State.NormalizedTime >= _CurrentAnimation.State.NormalizedEndTime;
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/************************************************************************************************************************/
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}
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}
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