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

113 lines
5.2 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.
#pragma warning disable UNT0028 // Use non-allocating physics APIs.
using Animancer.Units;
using UnityEngine;
namespace Animancer.Samples.AnimatorControllers.GameKit
{
/// <summary>A <see cref="CharacterState"/> which plays a "getting hit" animation.</summary>
///
/// <remarks>
/// <strong>Sample:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/samples/animator-controllers/3d-game-kit/flinch">
/// 3D Game Kit/Flinch</see>
/// </remarks>
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.AnimatorControllers.GameKit/FlinchState
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Game Kit - Flinch State")]
[AnimancerHelpUrl(typeof(FlinchState))]
public class FlinchState : CharacterState
{
/************************************************************************************************************************/
#if UNITY_PHYSICS_3D
/************************************************************************************************************************/
[SerializeField] private MixerTransition2D _Animation;
[SerializeField] private LayerMask _EnemyLayers;
[SerializeField, Meters] private float _EnemyCheckRadius = 1;
/************************************************************************************************************************/
protected virtual void Awake()
{
_Animation.Events.OnEnd = Character.StateMachine.ForceSetDefaultState;
}
/************************************************************************************************************************/
public void OnDamageReceived() => Character.StateMachine.ForceSetState(this);
/************************************************************************************************************************/
protected virtual void OnEnable()
{
Character.Parameters.ForwardSpeed = 0;
Character.Animancer.Play(_Animation);
Vector3 direction = DetermineHitDirection();
// Once we know which direction the hit came from, we need to convert it to be relative to the model.
// The Parameter X represents left/right so we project the direction onto the right vector.
// The Parameter Y represents forward/back so we project the direction onto the forward vector.
_Animation.State.Parameter = new(
Vector3.Dot(Character.Animancer.transform.right, direction),
Vector3.Dot(Character.Animancer.transform.forward, direction));
}
/************************************************************************************************************************/
/// <summary>
/// Since Animancer does not actually depend on the 3D Game Kit (except for this sample), we cannot reference
/// any of its scripts from here so we cannot use their <c>IMessageReceiver</c> system which informs the
/// defending character where the incoming hit came from.
/// <para></para>
/// So instead we just find the closest enemy and use that as the direction.
/// </summary>
private Vector3 DetermineHitDirection()
{
Vector3 position = Character.transform.position;
float closestEnemySquaredDistance = float.PositiveInfinity;
Vector3 closestEnemyDirection = Vector3.zero;
Collider[] enemies = Physics.OverlapSphere(position, _EnemyCheckRadius, _EnemyLayers);
for (int i = 0; i < enemies.Length; i++)
{
Vector3 direction = enemies[i].transform.position - position;
float squaredDistance = direction.magnitude;
if (closestEnemySquaredDistance > squaredDistance)
{
closestEnemySquaredDistance = squaredDistance;
closestEnemyDirection = direction;
}
}
return closestEnemyDirection.normalized;
}
/************************************************************************************************************************/
public override bool FullMovementControl => false;
/************************************************************************************************************************/
public override bool CanExitState => false;
/************************************************************************************************************************/
#else
/************************************************************************************************************************/
protected virtual void Awake()
{
SampleReadMe.LogMissingPhysics3DModuleError(this);
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
}