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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.Units;
- using UnityEngine;
- namespace Animancer.Examples.Events
- {
- /// <summary>Manages a character with the ability to hit a golf ball.</summary>
- /// <example><see href="https://kybernetik.com.au/animancer/docs/examples/events/golf">Golf Events</see></example>
- /// https://kybernetik.com.au/animancer/api/Animancer.Examples.Events/Golfer
- ///
- [AddComponentMenu(Strings.ExamplesMenuPrefix + "Golf Events - Golfer")]
- [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(Events) + "/" + nameof(Golfer))]
- public sealed class Golfer : MonoBehaviour
- {
- /************************************************************************************************************************/
- private const string HitEventName = "Hit";
- [SerializeField] private AnimancerComponent _Animancer;
- [SerializeField] private ClipTransition _Ready;
- [SerializeField, EventNames(HitEventName)] private ClipTransition _Swing;
- [SerializeField] private Rigidbody _Ball;
- [SerializeField] private Vector3 _HitVelocity = new Vector3(0, 10, 10);
- [SerializeField, Meters] private float _BallReturnHeight = -10;
- private Vector3 _BallStartPosition;
- /************************************************************************************************************************/
- private void Awake()
- {
- _BallStartPosition = _Ball.position;
- _Ball.isKinematic = true;
- _Swing.Events.SetCallback(HitEventName, HitBall);
- _Swing.Events.OnEnd = EndSwing;
- }
- /************************************************************************************************************************/
- private void OnEnable()
- {
- _Animancer.Play(_Ready);
- ResetBall();
- // Awake only gets called once on startup but OnEnable is called every time the object is activated.
- // It doesn't matter in the Golf Events example, but the Hybrid Mini Game example reuses this script and
- // deactivates it while the Mini Game is not being played so we want to always enter the ready state when
- // the Mini Game starts.
- }
- /************************************************************************************************************************/
- private void ResetBall()
- {
- _Ball.isKinematic = true;
- _Ball.position = _BallStartPosition;
- }
- /************************************************************************************************************************/
- private void Update()
- {
- if (_Ball.isKinematic)
- {
- if (ExampleInput.LeftMouseDown)
- {
- _Animancer.Play(_Swing);
- }
- }
- else if (_Ball.position.y < _BallReturnHeight)
- {
- ResetBall();
- }
- }
- /************************************************************************************************************************/
- private void HitBall()
- {
- _Ball.isKinematic = false;
- _Ball.velocity = _HitVelocity;
- }
- /************************************************************************************************************************/
- private void EndSwing()
- {
- // Since the swing animation is ending early, we want it to calculate the fade duration to fade out over
- // the remainder of that animation instead of just using the value specified by the _Ready transition.
- var fadeDuration = AnimancerEvent.GetFadeOutDuration();
- _Animancer.Play(_Ready, fadeDuration);
- }
- /************************************************************************************************************************/
- }
- }
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