您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
44 行
1.5 KiB
44 行
1.5 KiB
using System;
|
|
using UnityEngine;
|
|
using UOP1.StateMachine;
|
|
using UOP1.StateMachine.ScriptableObjects;
|
|
using Moment = UOP1.StateMachine.StateAction.SpecificMoment;
|
|
|
|
/// <summary>
|
|
/// Flexible StateActionSO for the StateMachine which allows to set any parameter on the Animator, in any moment of the state (OnStateEnter, OnStateExit, or each OnUpdate).
|
|
/// </summary>
|
|
[CreateAssetMenu(fileName = "AnimatorMoveSpeedAction", menuName = "State Machines/Actions/Set Animator Move Speed")]
|
|
public class AnimatorMoveSpeedActionSO : StateActionSO
|
|
{
|
|
public string parameterName = default;
|
|
|
|
protected override StateAction CreateAction() => new AnimatorMoveSpeedAction(Animator.StringToHash(parameterName));
|
|
}
|
|
|
|
public class AnimatorMoveSpeedAction : StateAction
|
|
{
|
|
//Component references
|
|
private Animator _animator;
|
|
private Protagonist _protagonist;
|
|
|
|
private AnimatorParameterActionSO _originSO => (AnimatorParameterActionSO)base.OriginSO; // The SO this StateAction spawned from
|
|
private int _parameterHash;
|
|
|
|
public AnimatorMoveSpeedAction(int parameterHash)
|
|
{
|
|
_parameterHash = parameterHash;
|
|
}
|
|
|
|
public override void Awake(StateMachine stateMachine)
|
|
{
|
|
_animator = stateMachine.GetComponent<Animator>();
|
|
_protagonist = stateMachine.GetComponent<Protagonist>();
|
|
}
|
|
|
|
public override void OnUpdate()
|
|
{
|
|
//TODO: do we like that we're using the magnitude here, per frame? Can this be done in a smarter way?
|
|
float normalisedSpeed = _protagonist.movementInput.magnitude;
|
|
_animator.SetFloat(_parameterHash, normalisedSpeed);
|
|
}
|
|
}
|