/// <summary> /// Update the animation/FSM state for the player. /// </summary> /// <param name="player">The player character.</param> /// <param name="driver">The state driver for the target state.</param> /// <param name="playable">The playable associated with this clip.</param> /// <param name="pose">Information about the player's pose.</param> private void UpdateState(PlayerCharacter player, StateDriver driver, Playable playable, PoseInfo pose) { if (driver == null) { return; } #if UNITY_EDITOR if (Application.isPlaying) { #endif if (!driver.IsInState(player.FSM)) { driver.ForceStateChangeOn(player.FSM); } #if UNITY_EDITOR } else { // In-Editor we don't want to actually change the Finite State Machine, // so just play the appropriate animation. float totalTrackTime = (float)playable.GetTime(); float currentTimeInClip = totalTrackTime - pose.StartTime; driver.SampleClip(player.FSM, currentTimeInClip); } #endif }
public void StartMachine(Type startState = null) { if (startState == null) { startState = Type.GetType(StartingState); } startingStateDriver = StateDriver.For(startState); startingStateDriver.StartMachine(this); }
//------------------------------------------------------------------------- // Helper Methods //------------------------------------------------------------------------- /// <summary> /// Get the state driver for the current state. /// </summary> /// <param name="pose">The pose clip.</param> /// <returns>The state driver for the current state.</returns> private StateDriver GetDriver(PoseInfo pose) { if (pose == null || pose.State == null) { return(null); } if (!stateDrivers.ContainsKey(pose.State)) { stateDrivers.Add(pose.State, StateDriver.For(pose.State)); } return(stateDrivers[pose.State]); }
/// <summary> /// Constructor. /// </summary> /// <param name="player">The player character.</param> public PlayerSnapshot(PlayerCharacter player) { if (player != null) { driver = StateDriver.For(player.FSM.CurrentState); position = player.transform.position; rotation = player.transform.eulerAngles; scale = player.transform.localScale; facing = player.Facing; active = player.gameObject.activeSelf; sprite = player.Sprite.sprite; colliderSize = player.Collider.size; colliderOffset = player.Collider.offset; } }
//------------------------------------------------------------------------- // Auto Node API //------------------------------------------------------------------------- public override void Handle(GraphEngine graphEngine) { if (State != null) { Type t = Type.GetType(State); if (t != null) { StateDriver driver = StateDriver.For(State); if (!driver.IsInState(GameManager.Player.FSM)) { driver.ForceStateChangeOn(player.FSM); } } } }
//------------------------------------------------------------------------- // Clip Mixing //------------------------------------------------------------------------- /// <summary> /// Mix a single clip. /// </summary> /// <param name="playable">The track's playable</param> /// <param name="player">The player character</param> /// <param name="clipIndex">The index of the clip to mix</param> private void MixSingle(Playable playable, PlayerCharacter player, int clipIndex) { PoseInfo pose = TimelineTools.GetClipInfo <PoseInfo>(playable, clipIndex); player.gameObject.SetActive(pose.Active); if (PoseTools.IsAbsolute(pose)) // Absolute { MixAbsolute(player, (AbsolutePoseInfo)pose); } else // Relative { VirtualSnapshot.RestoreTransform(player); MixRelative(player, (RelativePoseInfo)pose); } StateDriver driver = GetDriver(pose); UpdateFacing(player, pose); UpdateState(player, driver, playable, pose); }
/// <summary> /// Mix together two active clips based on what type of clips they are. /// </summary> /// <param name="playable">The track's playable</param> /// <param name="player">The player character</param> /// <param name="clipIndexA">The index of the first clip to mix</param> /// <param name="clipIndexB">The index of the second clip to mix</param> private void MixMultiple(Playable playable, PlayerCharacter player, int clipIndexA, int clipIndexB) { PoseInfo poseA = TimelineTools.GetClipInfo <PoseInfo>(playable, clipIndexA); float weightA = playable.GetInputWeight(clipIndexA); PoseInfo poseB = TimelineTools.GetClipInfo <PoseInfo>(playable, clipIndexB); float weightB = playable.GetInputWeight(clipIndexB); // Mix together clips based on their typing. if (PoseTools.IsAbsolute(poseA) && PoseTools.IsAbsolute(poseB)) { MixAbsolute(player, (AbsolutePoseInfo)poseA, weightA); MixAbsolute(player, (AbsolutePoseInfo)poseB, weightB); } else if (PoseTools.IsRelative(poseA) && PoseTools.IsRelative(poseB)) { VirtualSnapshot.RestoreTransform(player); RelativePoseInfo mixed = new RelativePoseInfo(); mixed.Position = poseA.Position * weightA + poseB.Position * weightB; mixed.Rotation = poseA.Rotation * weightA + poseB.Rotation * weightB; mixed.Scale = poseA.Scale * weightA + poseB.Scale * weightB; MixRelative(player, mixed); } else { MixAbsoluteRelative(player, poseA, weightA, poseB, weightB); } // Apply player facing and FSM state based on which pose is weighted heavier. PoseInfo dominantPose = weightA > weightB ? poseA : poseB; player.gameObject.SetActive(dominantPose.Active); StateDriver driver = GetDriver(dominantPose); UpdateFacing(player, dominantPose); UpdateState(player, driver, playable, dominantPose); }