projectEli/Assets/NeoFPS/Core/Weapons/Shared/BaseSprintAnimationHandler.cs

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2022-11-07 01:28:33 +00:00
using UnityEngine;
using NeoFPS.CharacterMotion.Parameters;
using NeoFPS.CharacterMotion;
using NeoFPS.ModularFirearms;
using NeoCC;
using System;
namespace NeoFPS
{
public abstract class BaseSprintAnimationHandler : MonoBehaviour
{
[Header("Motion Graph")]
[SerializeField, Tooltip("The minimum speed the character must be moving for the sprint animation to play.")]
private float m_MinSpeed = 2.5f;
[SerializeField, Tooltip("[REQUIRED] - The switch parameter on the motion graph which is set by the input handler to tell the character when to sprint.")]
private string m_SprintInputParamKey = "sprint";
[SerializeField, Tooltip("[REQUIRED] - A switch parameter on the motion graph which the graph sets when the character is sprinting.")]
private string m_IsSprintingParamKey = "isSprinting";
[SerializeField, Tooltip("[OPTIONAL] - A switch parameter on the motion graph which tells the character if it can sprint or not.")]
private string m_CanSprintParamKey = "canSprint";
[Header("Animation")]
[SerializeField, Tooltip("The time taken to blend into the sprint animation.")]
private float m_InTime = 0.5f;
[SerializeField, Tooltip("The time taken to blend out of the sprint animation to idle.")]
private float m_OutTime = 0.25f;
private NeoCharacterController m_CharacterController = null;
private SwitchParameter m_SprintInputParameter = null;
private SwitchParameter m_IsSprintingParameter = null;
private SwitchParameter m_CanSprintParameter = null;
private SprintState m_SprintState = SprintState.NotSprinting;
private IWieldable m_Wieldable = null;
private ICharacter m_Wielder = null;
private int m_SprintBlockers = 0;
private int m_AnimationBlockers = 0;
private bool m_TooSlow = false;
public enum SprintState
{
NotSprinting,
EnteringSprint,
Sprinting,
ExitingSprint
}
public SprintState sprintState
{
get { return m_SprintState; }
private set
{
if (m_SprintState != value)
{
m_SprintState = value;
OnSprintStateChanged(m_SprintState);
}
}
}
public float sprintSpeed
{
get;
private set;
}
protected float sprintWeight
{
get;
private set;
}
public float inTime
{
get { return m_InTime; }
}
public float outTime
{
get { return m_OutTime; }
}
protected virtual void OnValidate()
{
if (m_MinSpeed < 0f)
m_MinSpeed = 0f;
if (m_InTime < 0f)
m_InTime = 0f;
if (m_OutTime < 0f)
m_OutTime = 0f;
}
protected virtual void Awake()
{
m_Wieldable = GetComponent<IWieldable>();
if (m_Wieldable == null)
Debug.LogError("Sprint animation handler requires a wieldable component such as a firearm or melee weapon", gameObject);
}
protected virtual void OnEnable()
{
if (m_Wieldable != null)
{
m_Wieldable.onWielderChanged += OnWielderChanged;
OnWielderChanged(m_Wieldable.wielder);
}
}
protected virtual void OnDisable()
{
if (m_Wieldable != null)
{
m_Wieldable.onWielderChanged -= OnWielderChanged;
OnWielderChanged(null);
}
ResetSprintBlockers();
ResetAnimationBlockers();
m_TooSlow = false;
}
protected virtual void Update()
{
// Get sprint speed
if (m_CharacterController != null)
{
sprintSpeed = Mathf.Lerp(sprintSpeed, m_CharacterController.velocity.magnitude, Time.deltaTime * 5f);
// Check sprint speed
if (sprintSpeed > (m_MinSpeed + 0.001f) && m_TooSlow)
{
m_TooSlow = false;
RemoveAnimationBlocker();
}
if (sprintSpeed < (m_MinSpeed - 0.001f) && !m_TooSlow)
{
m_TooSlow = true;
AddAnimationBlocker();
}
}
switch (m_SprintState)
{
case SprintState.EnteringSprint:
sprintWeight += Time.deltaTime / m_InTime;
if (sprintWeight > 1f)
{
sprintWeight = 1f;
sprintState = SprintState.Sprinting;
}
break;
case SprintState.ExitingSprint:
sprintWeight -= Time.deltaTime / m_OutTime;
if (sprintWeight < 0f)
{
sprintWeight = 0f;
sprintState = SprintState.NotSprinting;
}
break;
}
}
protected void AddSprintBlocker()
{
// Set sprint input parameter
if (m_SprintInputParameter != null)
m_SprintInputParameter.on = false;
// Set can-sprint parameter
if (m_CanSprintParameter != null)
m_CanSprintParameter.on = false;
++m_SprintBlockers;
}
protected void RemoveSprintBlocker()
{
--m_SprintBlockers;
if (m_SprintBlockers < 0)
m_SprintBlockers = 0;
// Set can-sprint parameter
if (m_SprintBlockers == 0 && m_CanSprintParameter != null)
m_CanSprintParameter.on = true;
}
protected void ResetSprintBlockers()
{
m_SprintBlockers = 0;
// Set can-sprint parameter
if (m_CanSprintParameter != null)
m_CanSprintParameter.on = true;
}
protected void AddAnimationBlocker()
{
// If the animation is active, exit the animation
if (sprintState == SprintState.EnteringSprint || sprintState == SprintState.Sprinting)
{
if (m_OutTime > 0f)
sprintState = SprintState.ExitingSprint;
else
sprintState = SprintState.NotSprinting;
}
++m_AnimationBlockers;
}
protected void RemoveAnimationBlocker()
{
--m_AnimationBlockers;
if (m_AnimationBlockers < 0)
m_AnimationBlockers = 0;
if (m_AnimationBlockers == 0)
{
// Resume sprinting
if (m_IsSprintingParameter != null && m_IsSprintingParameter.on)
{
if (m_InTime > 0f)
sprintState = SprintState.EnteringSprint;
else
sprintState = SprintState.Sprinting;
}
}
}
protected void ResetAnimationBlockers()
{
m_AnimationBlockers = 0;
}
void OnWielderChanged(ICharacter wielder)
{
// Detach from old wielder
if (m_Wielder != null)
DetachFromWielder(m_Wielder);
// Clear old references
m_SprintInputParameter = null;
m_CanSprintParameter = null;
m_CharacterController = null;
// Set new wielder
m_Wielder = wielder;
// Get new parameter references
if (m_Wielder != null)
AttachToWielder(m_Wielder);
}
protected virtual void AttachToWielder(ICharacter wielder)
{
var mc = wielder.GetComponent<MotionController>();
if (mc != null)
{
m_CharacterController = wielder.GetComponent<NeoCharacterController>();
var mg = mc.motionGraph;
if (mg != null)
{
if (!string.IsNullOrEmpty(m_SprintInputParamKey))
m_SprintInputParameter = mg.GetSwitchProperty(m_SprintInputParamKey);
if (!string.IsNullOrEmpty(m_IsSprintingParamKey))
m_IsSprintingParameter = mg.GetSwitchProperty(m_IsSprintingParamKey);
if (!string.IsNullOrEmpty(m_CanSprintParamKey))
m_CanSprintParameter = mg.GetSwitchProperty(m_CanSprintParamKey);
}
// Attach event handlers
if (m_IsSprintingParameter != null)
{
m_IsSprintingParameter.onValueChanged += OnMotionGraphIsSprintingChanged;
OnMotionGraphIsSprintingChanged(m_IsSprintingParameter.on);
}
else
sprintState = SprintState.NotSprinting;
}
}
protected virtual void DetachFromWielder(ICharacter wielder)
{
// Detach event handlers
if (m_IsSprintingParameter != null)
m_IsSprintingParameter.onValueChanged -= OnMotionGraphIsSprintingChanged;
m_IsSprintingParameter = null;
}
void OnMotionGraphIsSprintingChanged(bool value)
{
if (m_AnimationBlockers == 0 && m_SprintBlockers == 0)
{
if (value)
{
sprintSpeed = 0f;
if (m_InTime > 0f)
sprintState = SprintState.EnteringSprint;
else
sprintState = SprintState.Sprinting;
}
else
{
if (m_OutTime > 0f)
sprintState = SprintState.ExitingSprint;
else
sprintState = SprintState.NotSprinting;
}
}
}
protected abstract void OnSprintStateChanged(SprintState s);
}
}