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

127 lines
5.1 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 System.Collections.Generic;
using UnityEngine;
namespace Animancer.Samples.InverseKinematics
{
/// <summary>Spawns a bunch of obstacles and randomises them each time the target moves too far away.</summary>
///
/// <remarks>
/// <strong>Sample:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/samples/ik/uneven-ground">
/// Uneven Ground</see>
/// </remarks>
///
/// https://kybernetik.com.au/animancer/api/Animancer.Samples.InverseKinematics/ObstacleTreadmill
///
[AddComponentMenu(Strings.SamplesMenuPrefix + "Inverse Kinematics - Obstacle Treadmill")]
[AnimancerHelpUrl(typeof(ObstacleTreadmill))]
public class ObstacleTreadmill : MonoBehaviour
{
/************************************************************************************************************************/
#if UNITY_PHYSICS_3D
/************************************************************************************************************************/
[SerializeField] private float _SpawnCount = 20;
[SerializeField] private Material _ObstacleMaterial;
[SerializeField, Meters] private float _Length = 6;
[SerializeField, Degrees] private float _RotationVariance = 45;
[SerializeField, Multiplier] private float _BaseScale = 0.8f;
[SerializeField, Multiplier] private float _ScaleVariance = 0.3f;
[SerializeField] private Transform _Target;
/************************************************************************************************************************/
private readonly List<Transform> Obstacles = new();
/************************************************************************************************************************/
protected virtual void Awake()
{
// Spawn a bunch of obstacles and randomize their layout.
for (int i = 0; i < _SpawnCount; i++)
{
Transform capsule = GameObject.CreatePrimitive(PrimitiveType.Capsule).transform;
capsule.GetComponent<Renderer>().sharedMaterial = _ObstacleMaterial;
capsule.parent = transform;
Obstacles.Add(capsule);
}
ScrambleObjects();
}
/************************************************************************************************************************/
private void ScrambleObjects()
{
// Move and rotate each of the obstacles randomly.
for (int i = 0; i < Obstacles.Count; i++)
{
Transform obstacle = Obstacles[i];
obstacle.SetLocalPositionAndRotation(
new Vector3(
Random.Range(0, _Length),
0,
0),
Quaternion.Euler(
90,
Random.Range(-_RotationVariance, _RotationVariance),
0));
float size = _BaseScale + Random.Range(-_ScaleVariance, _ScaleVariance);
obstacle.localScale = Vector3.one * size;
}
}
/************************************************************************************************************************/
protected virtual void FixedUpdate()
{
// When the target moves too far, teleport them back and randomize the obstacles again.
Vector3 position = _Target.position;
if (position.x < transform.position.x)
{
ScrambleObjects();
position.x += _Length;
// Adjust the height to make sure it's above the ground.
position.y += 5;
if (Physics.Raycast(position, Vector3.down, out RaycastHit raycastHit, 10))
position = raycastHit.point;
_Target.position = position;
}
}
/************************************************************************************************************************/
[SerializeField]
private Transform _Ground;
// Set by a UI Slider.
public float Slope
{
get => _Ground.localEulerAngles.z;
set => _Ground.localEulerAngles = new Vector3(0, 0, value);
}
/************************************************************************************************************************/
#else
/************************************************************************************************************************/
protected virtual void Awake()
{
SampleReadMe.LogMissingPhysics3DModuleError(this);
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
}