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test/Assets/Plugins/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Characters/KeyboardAndMouseBrain.cs
T
2025-09-16 18:07:13 +07:00

101 lines
3.8 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 Animancer.Units;
using UnityEngine;
using static Animancer.Validate;
namespace Animancer.Examples.AnimatorControllers.GameKit
{
/// <summary>A <see cref="CharacterBrain"/> which controls the character using keyboard input.</summary>
/// <remarks>This class serves the same purpose as <c>PlayerInput</c> from the 3D Game Kit.</remarks>
/// <example><see href="https://kybernetik.com.au/animancer/docs/examples/animator-controllers/3d-game-kit">3D Game Kit</see></example>
/// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/KeyboardAndMouseBrain
///
[AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Keyboard And Mouse Brain")]
[HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(KeyboardAndMouseBrain))]
public sealed class KeyboardAndMouseBrain : CharacterBrain
{
/************************************************************************************************************************/
[SerializeField]
private CharacterState _Attack;
[SerializeField]
[Seconds(Rule = Value.IsNotNegative)]
private float _AttackInputTimeOut = 0.5f;
private StateMachine<CharacterState>.InputBuffer _InputBuffer;
/************************************************************************************************************************/
private void Awake()
{
_InputBuffer = new StateMachine<CharacterState>.InputBuffer(Character.StateMachine);
}
/************************************************************************************************************************/
private void Update()
{
UpdateMovement();
UpdateActions();
}
/************************************************************************************************************************/
private void UpdateMovement()
{
var input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
if (input == default)
{
Movement = default;
return;
}
// 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.
Movement =
right * input.x +
forward * input.y;
Movement = Vector3.ClampMagnitude(Movement, 1);
}
/************************************************************************************************************************/
private void UpdateActions()
{
// Jump gets priority for better platforming.
if (Input.GetButtonDown("Jump"))
{
Character.Airborne.TryJump();
}
else if (Input.GetButtonUp("Jump"))
{
Character.Airborne.CancelJump();
}
if (Input.GetButtonDown("Fire1"))
{
_InputBuffer.Buffer(_Attack, _AttackInputTimeOut);
}
_InputBuffer.Update();
}
/************************************************************************************************************************/
}
}