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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 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/brains">
- /// Brains</see>
- /// </remarks>
- ///
- /// https://kybernetik.com.au/animancer/api/Animancer.Samples.StateMachines/MovingCharacterBrain
- ///
- [AddComponentMenu(Strings.SamplesMenuPrefix + "Brains - Moving Character Brain")]
- [AnimancerHelpUrl(typeof(MovingCharacterBrain))]
- public class MovingCharacterBrain : MonoBehaviour
- {
- /************************************************************************************************************************/
- [SerializeField] private Character _Character;
- [SerializeField] private CharacterState _Move;
- [SerializeField] private CharacterState _Action;
- /************************************************************************************************************************/
- protected virtual void Update()
- {
- UpdateMovement();
- UpdateAction();
- }
- /************************************************************************************************************************/
- private void UpdateMovement()
- {
- 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 movement state if we aren't already in it.
- _Character.StateMachine.TrySetState(_Move);
- }
- else// If we aren't trying to move, clear the movement vector and return to idle.
- {
- _Character.Parameters.MovementDirection = Vector3.zero;
- _Character.StateMachine.TrySetDefaultState();
- }
- // Try to run while holding shift.
- _Character.Parameters.WantsToRun = SampleInput.LeftShiftHold;
- }
- /************************************************************************************************************************/
- private void UpdateAction()
- {
- if (SampleInput.LeftMouseUp)
- _Character.StateMachine.TryResetState(_Action);
- }
- /************************************************************************************************************************/
- }
- }
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