140 lines
5.1 KiB
C#
140 lines
5.1 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using Animancer.Examples.StateMachines.Brains;
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using System;
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using UnityEngine;
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namespace Animancer.Examples.StateMachines.Weapons
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{
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/// <summary>A <see cref="CharacterState"/> which managed the currently equipped <see cref="Weapon"/>.</summary>
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/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/weapons">Weapons</see></example>
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/// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Weapons/EquipState
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///
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[AddComponentMenu(Strings.ExamplesMenuPrefix + "Weapons - Equip State")]
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[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Weapons) + "/" + nameof(EquipState))]
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public sealed class EquipState : CharacterState
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{
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/************************************************************************************************************************/
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[SerializeField] private Transform _WeaponHolder;
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[SerializeField] private Weapon _Weapon;
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private Weapon _EquippingWeapon;
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private Action _OnUnequipEnd;
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/************************************************************************************************************************/
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// Called by UI Buttons.
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public Weapon Weapon
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{
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get => _Weapon;
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set
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{
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if (enabled)
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return;
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_EquippingWeapon = value;
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if (!Character.StateMachine.TrySetState(this))
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_EquippingWeapon = _Weapon;
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}
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}
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/************************************************************************************************************************/
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private void Awake()
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{
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_EquippingWeapon = _Weapon;
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_OnUnequipEnd = OnUnequipEnd;
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AttachWeapon();
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}
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/************************************************************************************************************************/
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// This state can only be entered by setting the Weapon property.
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public override bool CanEnterState => _Weapon != _EquippingWeapon;
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/************************************************************************************************************************/
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/// <summary>
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/// Start at the beginning of the sequence by default, but if the previous attack hasn't faded out yet then
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/// perform the next attack instead.
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/// </summary>
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private void OnEnable()
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{
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if (_Weapon.UnequipAnimation.IsValid)
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{
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var state = Character.Animancer.Play(_Weapon.UnequipAnimation);
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state.Events.OnEnd = _OnUnequipEnd;
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}
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else
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{
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OnUnequipEnd();
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}
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}
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/************************************************************************************************************************/
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private void OnUnequipEnd()
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{
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DetachWeapon();
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_Weapon = _EquippingWeapon;
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AttachWeapon();
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if (_Weapon.EquipAnimation.IsValid)
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{
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var state = Character.Animancer.Play(_Weapon.EquipAnimation);
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state.Events.OnEnd = Character.StateMachine.ForceSetDefaultState;
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}
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else
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{
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Character.StateMachine.ForceSetState(Character.Idle);
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}
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}
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/************************************************************************************************************************/
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private void AttachWeapon()
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{
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if (_Weapon == null)
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return;
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if (_WeaponHolder != null)
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{
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var transform = _Weapon.transform;
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transform.parent = _WeaponHolder;
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transform.localPosition = default;
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transform.localRotation = Quaternion.identity;
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transform.localScale = Vector3.one;
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}
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_Weapon.gameObject.SetActive(true);
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}
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private void DetachWeapon()
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{
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if (_Weapon == null)
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return;
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// It might be more appropriate to reparent inactive weapons to the inventory system if you have one.
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// Or you could even attach them to specific bones on the character and leave them active.
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_Weapon.transform.parent = transform;
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_Weapon.gameObject.SetActive(false);
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}
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/************************************************************************************************************************/
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private void FixedUpdate()
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{
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Character.Rigidbody.linearVelocity = default;
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}
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/************************************************************************************************************************/
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public override bool CanExitState => false;
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/************************************************************************************************************************/
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}
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}
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