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

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