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test/Assets/Plugins/Animancer/Examples/06 State Machines/04 Brains/KeyboardBrain.cs
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2025-09-16 18:07:13 +07:00

64 lines
2.6 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
using Animancer.FSM;
using UnityEngine;
namespace Animancer.Examples.StateMachines.Brains
{
/// <summary>A <see cref="CharacterBrain"/> which controls the character using keyboard input.</summary>
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/brains">Brains</see></example>
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Brains/KeyboardBrain
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Brains - Keyboard Brain")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Brains) + "/" + nameof(KeyboardBrain))]
public sealed class KeyboardBrain : CharacterBrain
{
/************************************************************************************************************************/
[SerializeField] private CharacterState _Locomotion;
/************************************************************************************************************************/
private void Update()
{
var input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
if (input != default)
{
// Get the camera's forward and right vectors and flatten them onto the XZ plane.
var camera = Camera.main.transform;
var forward = camera.forward;
forward.y = 0;
forward.Normalize();
var right = camera.right;
right.y = 0;
right.Normalize();
// Build the movement vector by multiplying the input by those axes.
MovementDirection =
right * input.x +
forward * input.y;
// Determine if the player wants to run or not.
IsRunning = Input.GetButton("Fire3");// Left Shift by default.
// Enter the locomotion state if we aren't already in it.
_Locomotion.TryEnterState();
}
else
{
// Clear the movement vector, though nothing should be using it while idle anyway.
MovementDirection = default;
// Enter the idle state if we aren't already in it.
Character.Idle.TryEnterState();
}
}
/************************************************************************************************************************/
}
}