154 lines
6.2 KiB
C#
154 lines
6.2 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>
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/// A <see cref="CharacterState"/> which moves the character according to their
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/// <see cref="CharacterBrain.Movement"/>.
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/// </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/locomotion">
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/// 3D Game Kit/Locomotion</see>
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/// </remarks>
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///
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/// https://kybernetik.com.au/animancer/api/Animancer.Samples.AnimatorControllers.GameKit/LocomotionState
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///
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[AddComponentMenu(Strings.SamplesMenuPrefix + "Game Kit - Locomotion State")]
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[AnimancerHelpUrl(typeof(LocomotionState))]
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public class LocomotionState : CharacterState
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{
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/************************************************************************************************************************/
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[SerializeField] private LinearMixerTransition _LocomotionMixer;
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[SerializeField] private ClipTransition _QuickTurnLeft;
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[SerializeField] private ClipTransition _QuickTurnRight;
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[SerializeField, MetersPerSecond] private float _QuickTurnMoveSpeed = 2;
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[SerializeField, Degrees] private float _QuickTurnAngle = 145;
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private AnimatedFloat _FootFall;
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/************************************************************************************************************************/
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protected virtual void Awake()
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{
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_QuickTurnLeft.Events.OnEnd =
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_QuickTurnRight.Events.OnEnd =
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() => Character.Animancer.Play(_LocomotionMixer);
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_FootFall = new(Character.Animancer, "FootFall");
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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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protected virtual void OnEnable()
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{
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Character.Animancer.Play(_LocomotionMixer);
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}
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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.UpdateSpeedControl();
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_LocomotionMixer.State.Parameter = Character.Parameters.ForwardSpeed;
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UpdateRotation();
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UpdateAudio();
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}
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/************************************************************************************************************************/
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private void UpdateRotation()
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{
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// If the default locomotion state is not active we must be performing a quick turn.
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// Those animations use root motion to perform the turn so we don't want any scripted rotation during them.
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if (!_LocomotionMixer.State.IsCurrent)
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return;
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if (!Character.Movement.GetTurnAngles(
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Character.Parameters.MovementDirection,
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out float currentAngle,
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out float targetAngle))
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return;
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// Check if we should play a quick turn animation:
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// If we're moving fast enough.
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if (Character.Parameters.ForwardSpeed > _QuickTurnMoveSpeed)
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{
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// And turning sharp enough.
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float deltaAngle = Mathf.DeltaAngle(currentAngle, targetAngle);
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if (Mathf.Abs(deltaAngle) > _QuickTurnAngle)
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{
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// Determine which way we're turning.
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ClipTransition turn = deltaAngle < 0 ? _QuickTurnLeft : _QuickTurnRight;
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// Make sure the desired turn is not already active so we don't keep using it repeatedly.
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if (turn.State == null || turn.State.Weight == 0)
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{
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Character.Animancer.Play(turn);
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// Now that we're quick turning, we don't want to apply the scripted turning below.
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return;
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}
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}
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}
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Character.Movement.TurnTowards(currentAngle, targetAngle, Character.Movement.CurrentTurnSpeed);
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}
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/************************************************************************************************************************/
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[SerializeField] private UnityEvent _PlayFootstepAudio;// See the Read Me.
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private bool _CanPlayAudio;
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private bool _IsPlayingAudio;
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// This is the same logic used for locomotion audio in the original PlayerController.
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private void UpdateAudio()
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{
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const float Threshold = 0.01f;
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float footFallValue = _FootFall.Value;
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if (footFallValue > Threshold && !_IsPlayingAudio && _CanPlayAudio)
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{
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_IsPlayingAudio = true;
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_CanPlayAudio = false;
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// The full 3D Game Kit has different footstep sounds depending on the ground material and your speed
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// so it calls RandomAudioPlayer.PlayRandomClip with those parameters:
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//_FootstepAudio.PlayRandomClip(Character.GroundMaterial, Character.ForwardSpeed < 4 ? 0 : 1);
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// Unfortunately UnityEvents can't call methods with multiple parameters (UltEvents can), but it
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// doesn't realy matter because the 3D Game Kit Lite only has one set of footstep sounds anyway.
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_PlayFootstepAudio.Invoke();
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}
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else if (_IsPlayingAudio)
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{
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_IsPlayingAudio = false;
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}
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else if (footFallValue < Threshold && !_CanPlayAudio)
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{
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_CanPlayAudio = true;
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}
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}
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/************************************************************************************************************************/
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}
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}
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