// 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.Units; using UnityEngine; namespace Animancer.Examples.DirectionalSprites { /// /// A more complex version of the which adds running and pushing animations /// as well as the ability to actually move around. /// /// Directional Character /// https://kybernetik.com.au/animancer/api/Animancer.Examples.DirectionalSprites/DirectionalCharacter /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Directional Sprites - Directional Character")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(DirectionalSprites) + "/" + nameof(DirectionalCharacter))] public sealed class DirectionalCharacter : MonoBehaviour { /************************************************************************************************************************/ [Header("Physics")] [SerializeField] private CapsuleCollider2D _Collider; [SerializeField] private Rigidbody2D _Rigidbody; [SerializeField, MetersPerSecond] private float _WalkSpeed = 1; [SerializeField, MetersPerSecond] private float _RunSpeed = 2; [Header("Animations")] [SerializeField] private AnimancerComponent _Animancer; [SerializeField] private DirectionalAnimationSet _Idle; [SerializeField] private DirectionalAnimationSet _Walk; [SerializeField] private DirectionalAnimationSet _Run; [SerializeField] private DirectionalAnimationSet _Push; [SerializeField] private Vector2 _Facing = Vector2.down; private Vector2 _Movement; private DirectionalAnimationSet _CurrentAnimationSet; private TimeSynchronizationGroup _MovementSynchronization; /************************************************************************************************************************/ private void Awake() { _MovementSynchronization = new TimeSynchronizationGroup(_Animancer) { _Walk, _Run, _Push }; } /************************************************************************************************************************/ private void Update() { _Movement = ExampleInput.WASD; if (_Movement != default) { _Facing = _Movement; UpdateMovementState(); // Snap the movement to the exact directions we have animations for. // When using DirectionalAnimationSets this means the character will only move up/right/down/left. // But DirectionalAnimationSet8s will allow diagonal movement as well. _Movement = _CurrentAnimationSet.Snap(_Movement); _Movement = Vector2.ClampMagnitude(_Movement, 1); } else { Play(_Idle); } } /************************************************************************************************************************/ private void Play(DirectionalAnimationSet animations) { // Store the current time. _MovementSynchronization.StoreTime(_CurrentAnimationSet); _CurrentAnimationSet = animations; _Animancer.Play(animations.GetClip(_Facing)); // If the new animation is in the synchronization group, give it the same time the previous animation had. _MovementSynchronization.SyncTime(_CurrentAnimationSet); } /************************************************************************************************************************/ // Pre-allocate an array of contact points so Unity doesn't need to allocate a new one every time we call // _Collider.GetContacts. This example will never have more than 4 contact points, but you might consider a // higher number in a real game. Even a large number like 64 would be better than making new ones every time. private static readonly ContactPoint2D[] Contacts = new ContactPoint2D[4]; private void UpdateMovementState() { var contactCount = _Collider.GetContacts(Contacts); for (int i = 0; i < contactCount; i++) { // If we are moving directly towards an object (or within 30 degrees of it), we are pushing it. if (Vector2.Angle(Contacts[i].normal, _Movement) > 180 - 30) { Play(_Push); return; } } var isRunning = ExampleInput.LeftShiftHold; Play(isRunning ? _Run : _Walk); } /************************************************************************************************************************/ private void FixedUpdate() { // Determine the desired speed based on the current animation. var speed = _CurrentAnimationSet == _Run ? _RunSpeed : _WalkSpeed; _Rigidbody.velocity = _Movement * speed; } /************************************************************************************************************************/ #if UNITY_EDITOR /************************************************************************************************************************/ /// [Editor-Only] /// Sets the character's starting sprite in Edit Mode so you can see it while working in the scene. /// /// Called in Edit Mode whenever this script is loaded or a value is changed in the Inspector. private void OnValidate() { if (_Idle != null) _Idle.GetClip(_Facing).EditModePlay(_Animancer); } /************************************************************************************************************************/ #endif /************************************************************************************************************************/ } }