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- // Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //
- #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
- using Animancer.Examples.FineControl;
- using Animancer.Units;
- using UnityEngine;
- namespace Animancer.Examples.Locomotion
- {
- /// <summary>
- /// Controls a <see cref="SpiderBot"/> with a <see cref="MixerTransition2D"/> and <see cref="Rigidbody"/> to allow
- /// the bot to move around the scene in any direction.
- /// </summary>
- /// <example><see href="https://kybernetik.com.au/animancer/docs/examples/locomotion/directional-blending">Directional Blending</see></example>
- /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Locomotion/SpiderBotController
- ///
- [AddComponentMenu(Strings.ExamplesMenuPrefix + "Locomotion - Spider Bot Controller")]
- [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Locomotion) + "/" + nameof(SpiderBotController))]
- public sealed class SpiderBotController : MonoBehaviour
- {
- /************************************************************************************************************************/
- [SerializeField] private SpiderBot _SpiderBot;
- [SerializeField] private Rigidbody _Body;
- [SerializeField, DegreesPerSecond] private float _TurnSpeed = 90;
- [SerializeField, MetersPerSecond] private float _MovementSpeed = 1.5f;
- [SerializeField, Multiplier] private float _SprintMultiplier = 2;
- /************************************************************************************************************************/
- private MixerState<Vector2> _MoveState;
- private Vector3 _MovementDirection;
- /************************************************************************************************************************/
- private void Awake()
- {
- // _SpiderBot.Move is an ITransition which doesn't have a Parameter property for us to control in Update.
- // So we need to create its state, type cast it to MixerState<Vector2>, and store it in a field.
- // Then we will be able to control that field's Parameter in Update.
- var state = _SpiderBot.Animancer.States.GetOrCreate(_SpiderBot.Move);
- _MoveState = (MixerState<Vector2>)state;
- }
- /************************************************************************************************************************/
- private void Update()
- {
- // Calculate the movement direction.
- _MovementDirection = GetMovementDirection();
- // The bot should be moving whenever the direction isn't zero.
- _SpiderBot.IsMoving = _MovementDirection != default;
- // If the movement state is playing and not fading out:
- if (_MoveState.IsActive)
- {
- // Rotate towards the same angle around the Y axis as the camera.
- var eulerAngles = transform.eulerAngles;
- var targetEulerY = Camera.main.transform.eulerAngles.y;
- eulerAngles.y = Mathf.MoveTowardsAngle(eulerAngles.y, targetEulerY, _TurnSpeed * Time.deltaTime);
- transform.eulerAngles = eulerAngles;
- // The movement direction is in world space, so we need to convert it to the bot's local space to be
- // appropriate for its current rotation. We do this by using dot-products to determine how much of that
- // direction lies along each axis. This would be unnecessary if we did not rotate at all.
- _MoveState.Parameter = new Vector2(
- Vector3.Dot(transform.right, _MovementDirection),
- Vector3.Dot(transform.forward, _MovementDirection));
- // Set its speed depending on whether you are sprinting or not.
- _MoveState.Speed = ExampleInput.LeftMouseHold ? _SprintMultiplier : 1;
- }
- else// Otherwise stop it entirely.
- {
- _MoveState.Parameter = default;
- _MoveState.Speed = 0;
- }
- }
- /************************************************************************************************************************/
- private Vector3 GetMovementDirection()
- {
- // Get a ray from the main camera in the direction of the mouse cursor.
- var ray = Camera.main.ScreenPointToRay(ExampleInput.MousePosition);
- // Do a raycast with it and stop trying to move it it does not hit anything.
- // Note that this object is set to the Ignore Raycast layer so that the raycast will not hit it.
- if (!Physics.Raycast(ray, out var raycastHit))// Note the exclamation mark !
- return default;
- // If the ray hit something, calculate the horizontal direction from this object to that point.
- var direction = raycastHit.point - transform.position;
- direction.y = 0;
- // Calculate how far we could move this frame at max speed.
- var movementThisFrame = _MovementSpeed * _SprintMultiplier * Time.fixedDeltaTime;
- // If we are close to the destination, stop moving.
- var distance = direction.magnitude;
- if (distance <= movementThisFrame)
- {
- return default;
- }
- else
- {
- // Otherwise normalize the direction so that we do not change speed based on distance.
- // Calling direction.Normalize() would do the same thing, but would calculate the magnitude again.
- return direction / distance;
- }
- }
- /************************************************************************************************************************/
- private void FixedUpdate()
- {
- // Set the velocity so that Unity will move the Rigidbody in the desired direction.
- _Body.velocity = _MoveState.Speed * _MovementSpeed * _MovementDirection;
- }
- /************************************************************************************************************************/
- }
- }
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