103 lines
4.3 KiB
C#
103 lines
4.3 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 "landing on the ground" animation.</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/landing">
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/// 3D Game Kit/Landing</see>
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/// </remarks>
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///
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/// https://kybernetik.com.au/animancer/api/Animancer.Samples.AnimatorControllers.GameKit/LandingState
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///
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[AddComponentMenu(Strings.SamplesMenuPrefix + "Game Kit - Landing State")]
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[AnimancerHelpUrl(typeof(LandingState))]
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public class LandingState : CharacterState
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{
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/************************************************************************************************************************/
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[SerializeField] private MixerTransition2D _SoftLanding;
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[SerializeField] private ClipTransition _HardLanding;
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[SerializeField, MetersPerSecond] private float _HardLandingForwardSpeed = 5;
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[SerializeField, MetersPerSecond] private float _HardLandingVerticalSpeed = -10;
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[SerializeField] private UnityEvent _PlayAudio;// See the Read Me.
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private bool _IsSoftLanding;
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/************************************************************************************************************************/
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protected virtual void Awake()
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{
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_SoftLanding.Events.OnEnd =
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_HardLanding.Events.OnEnd =
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() => Character.CheckMotionState();
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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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/// Performs either a hard or soft landing depending on the current speed (both horizontal and vertical).
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/// </summary>
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protected virtual void OnEnable()
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{
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Character.Parameters.ForwardSpeed = Character.Parameters.DesiredForwardSpeed;
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if (Character.Parameters.VerticalSpeed <= _HardLandingVerticalSpeed &&
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Character.Parameters.ForwardSpeed >= _HardLandingForwardSpeed)
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{
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_IsSoftLanding = false;
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Character.Animancer.Play(_HardLanding);
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}
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else
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{
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_IsSoftLanding = true;
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Character.Animancer.Play(_SoftLanding);
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_SoftLanding.State.Parameter = new(
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Character.Parameters.ForwardSpeed,
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Character.Parameters.VerticalSpeed);
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}
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// The landing sounds in the full 3D Game Kit have different variations based on the ground material,
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// just like the footstep sounds as discussed in the LocomotionState.
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_PlayAudio.Invoke();
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}
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/************************************************************************************************************************/
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public override bool FullMovementControl => _IsSoftLanding;
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/************************************************************************************************************************/
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protected virtual void FixedUpdate()
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{
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if (!Character.Movement.IsGrounded &&
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Character.StateMachine.TrySetState(Character.StateMachine.Airborne))
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return;
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Character.Movement.UpdateSpeedControl();
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if (_IsSoftLanding)
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{
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// Update the horizontal speed but keep the initial vertical speed from when you first landed.
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Vector2 parameter = _SoftLanding.State.Parameter;
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parameter.x = Character.Parameters.ForwardSpeed;
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_SoftLanding.State.Parameter = parameter;
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}
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}
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/************************************************************************************************************************/
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}
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}
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