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- // 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.FSM;
- using Animancer.Units;
- using System;
- using UnityEngine;
- namespace Animancer.Samples.StateMachines
- {
- /// <summary>Uses player input to control a <see cref="Character"/>.</summary>
- ///
- /// <remarks>
- /// <strong>Sample:</strong>
- /// <see href="https://kybernetik.com.au/animancer/docs/samples/fsm/weapons">
- /// Weapons</see>
- /// </remarks>
- ///
- /// https://kybernetik.com.au/animancer/api/Animancer.Samples.StateMachines/WeaponsCharacterBrain
- ///
- [AddComponentMenu(Strings.SamplesMenuPrefix + "Weapons - Weapons Character Brain")]
- [AnimancerHelpUrl(typeof(WeaponsCharacterBrain))]
- public class WeaponsCharacterBrain : MonoBehaviour
- {
- /************************************************************************************************************************/
- [SerializeField] private Character _Character;
- [SerializeField] private CharacterState _Move;
- [SerializeField] private CharacterState _Attack;
- [SerializeField, Seconds] private float _InputTimeOut = 0.5f;
- [SerializeField] private EquipState _Equip;
- [SerializeField] private Weapon[] _Weapons;
- private StateMachine<CharacterState>.InputBuffer _InputBuffer;
- /************************************************************************************************************************/
- protected virtual void Awake()
- {
- _InputBuffer = new StateMachine<CharacterState>.InputBuffer(_Character.StateMachine);
- }
- /************************************************************************************************************************/
- protected virtual void Update()
- {
- UpdateMovement();
- UpdateEquip();
- UpdateAction();
- _InputBuffer.Update();
- }
- /************************************************************************************************************************/
- private void UpdateMovement()// This method is identical to the one in MovingCharacterBrain.
- {
- Vector2 input = SampleInput.WASD;
- if (input != Vector2.zero)
- {
- // Convert the input to 3D in the XZ plane.
- Vector3 movementDirection = new Vector3(input.x, 0, input.y);
- // Apply the camera's rotation and set the parameter.
- Transform camera = Camera.main.transform;
- movementDirection = camera.TransformDirection(movementDirection);
- _Character.Parameters.MovementDirection = movementDirection;
- // Enter the locomotion state if we aren't already in it.
- _Character.StateMachine.TrySetState(_Move);
- }
- else
- {
- _Character.Parameters.MovementDirection = Vector3.zero;
- _Character.StateMachine.TrySetDefaultState();
- }
- // Indicate whether the character wants to run or not.
- _Character.Parameters.WantsToRun = SampleInput.LeftShiftHold;
- }
- /************************************************************************************************************************/
- private void UpdateEquip()
- {
- if (SampleInput.RightMouseDown)
- {
- int equippedWeaponIndex = Array.IndexOf(_Weapons, _Character.Equipment.Weapon);
- equippedWeaponIndex++;
- if (equippedWeaponIndex >= _Weapons.Length)
- equippedWeaponIndex = 0;
- _Equip.NextWeapon = _Weapons[equippedWeaponIndex];
- _InputBuffer.Buffer(_Equip, _InputTimeOut);
- }
- }
- /************************************************************************************************************************/
- private void UpdateAction()
- {
- if (SampleInput.LeftMouseDown)
- {
- _InputBuffer.Buffer(_Attack, _InputTimeOut);
- }
- }
- /************************************************************************************************************************/
- }
- }
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