94 lines
4.3 KiB
C#
94 lines
4.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace NeoFPS
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{
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public abstract class AnimatedSprintAnimationHandler : BaseSprintAnimationHandler
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{
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[SerializeField, Tooltip("The movement speed that the sprint animations are synced to when playing at 1x speed.")]
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private float m_UnscaledSprintMoveSpeed = 10f;
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[Delayed, SerializeField, Tooltip("A maximum speed clamp for the character when used to calculate the animation speed multiplier.")]
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private float m_MaxSpeed = 15f;
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[Delayed, SerializeField, Tooltip("The speed below which the light sprint animation will be 100% used. Above this, the heavy animation is blended in.")]
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private float m_BlendZeroSpeed = 5f;
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[Delayed, SerializeField, Tooltip("The speed above which the heavy sprint animation will be 100% used. Below this, the light animation is blended in.")]
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private float m_BlendFullSpeed = 10f;
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[SerializeField, AnimatorParameterKey(AnimatorControllerParameterType.Bool, true, false), Tooltip("A bool parameter on the animator to signify when the weapon enters or exits sprint.")]
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private string m_SprintBoolParameter = "Sprint";
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[SerializeField, AnimatorParameterKey(AnimatorControllerParameterType.Float, true, false), Tooltip("A float parameter on the animator to set the playback speed of the sprint animation.")]
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private string m_SpeedFloatParameter = "SprintSpeed";
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[SerializeField, AnimatorParameterKey(AnimatorControllerParameterType.Float, true, false), Tooltip("A float parameter on the animator used to blend between the light and heavy sprint animations.")]
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private string m_BlendFloatParameter = "SprintBlend";
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private Animator m_Animator = null;
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private int m_SprintTriggerHash = -1;
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private int m_SpeedFloatHash = -1;
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private int m_BlendFloatHash = -1;
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protected override void OnValidate()
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{
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base.OnValidate();
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m_UnscaledSprintMoveSpeed = Mathf.Clamp(m_UnscaledSprintMoveSpeed, 1f, 50f);
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m_MaxSpeed = Mathf.Clamp(m_MaxSpeed, 1f, 50f);
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m_BlendZeroSpeed = Mathf.Clamp(m_BlendZeroSpeed, 1f, m_BlendFullSpeed);
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m_BlendFullSpeed = Mathf.Clamp(m_BlendFullSpeed, m_BlendZeroSpeed, m_MaxSpeed);
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m_UnscaledSprintMoveSpeed = Mathf.Clamp(m_UnscaledSprintMoveSpeed, 1f, 50f);
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}
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protected override void Awake()
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{
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base.Awake();
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m_Animator = GetComponentInChildren<Animator>();
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if (m_Animator != null)
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{
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if (!string.IsNullOrEmpty(m_SprintBoolParameter))
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m_SprintTriggerHash = Animator.StringToHash(m_SprintBoolParameter);
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if (!string.IsNullOrEmpty(m_SpeedFloatParameter))
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m_SpeedFloatHash = Animator.StringToHash(m_SpeedFloatParameter);
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if (!string.IsNullOrEmpty(m_BlendFloatParameter))
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m_BlendFloatHash = Animator.StringToHash(m_BlendFloatParameter);
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}
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}
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protected override void Update()
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{
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base.Update();
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if (sprintState != SprintState.NotSprinting)
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{
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float speed = GetSpeedParameterValue();
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if (m_SpeedFloatHash != -1)
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m_Animator.SetFloat(m_SpeedFloatHash, speed);
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if (m_BlendFloatHash != -1)
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{
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float blend = Mathf.Clamp01((speed - m_BlendZeroSpeed) / (m_BlendFullSpeed - m_BlendZeroSpeed));
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m_Animator.SetFloat(m_BlendFloatHash, blend);
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}
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}
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}
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protected override void OnSprintStateChanged(SprintState s)
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{
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if (m_SprintTriggerHash != -1)
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{
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if (s == SprintState.EnteringSprint || s == SprintState.Sprinting)
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m_Animator.SetBool(m_SprintTriggerHash, true);
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else
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m_Animator.SetBool(m_SprintTriggerHash, false);
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}
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}
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protected virtual float GetSpeedParameterValue()
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{
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float result = sprintSpeed;
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if (result > m_MaxSpeed)
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result = m_MaxSpeed;
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return result / m_UnscaledSprintMoveSpeed;
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}
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}
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}
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