using UnityEngine;
namespace Unity.Cinemachine.Samples
{
///
/// This is a behaviour whose job it is to drive animation based on the player's motion.
/// It is a sample implementation that you can modify or replace with your own. As shipped, it is
/// hardcoded to work specifically with the sample `CameronSimpleController` Animation controller, which
/// is set up with states that the SimplePlayerAnimator knows about. You can modify
/// this class to work with your own animation controller.
///
/// SimplePlayerAnimator works with or without a SimplePlayerControllerBase alongside.
/// Without one, it monitors the transform's position and drives the animation accordingly.
/// You can see it used like this in some of the sample scenes, such as RunningRace or ClearShot.
/// In this mode, is it unable to detect the player's grounded state, and so it always
/// assumes that the player is grounded.
///
/// When a SimplePlayerControllerBase is detected, the SimplePlayerAnimator installs callbacks
/// and expects to be driven by the SimplePlayerControllerBase using the STartJump, EndJump,
/// and PostUpdate callbacks.
///
public class SimplePlayerAnimator : MonoBehaviour
{
[Tooltip("Tune this to the animation in the model: feet should not slide when walking at this speed")]
public float NormalWalkSpeed = 1.7f;
[Tooltip("Tune this to the animation in the model: feet should not slide when sprinting at this speed")]
public float NormalSprintSpeed = 5;
[Tooltip("Never speed up the sprint animation more than this, to avoid absurdly fast movement")]
public float MaxSprintScale = 1.4f;
[Tooltip("Scale factor for the overall speed of the jump animation")]
public float JumpAnimationScale = 0.65f;
SimplePlayerControllerBase m_Controller;
Vector3 m_PreviousPosition; // used if m_Controller == null or disabled
protected struct AnimationParams
{
public bool IsWalking;
public bool IsRunning;
public bool IsJumping;
public bool LandTriggered;
public bool JumpTriggered;
public Vector3 Direction; // normalized direction of motion
public float MotionScale; // scale factor for the animation speed
public float JumpScale; // scale factor for the jump animation
}
AnimationParams m_AnimationParams;
const float k_IdleThreshold = 0.2f;
public enum States { Idle, Walk, Run, Jump, RunJump }
/// Current state of the player
public States State
{
get
{
if (m_AnimationParams.IsJumping)
return m_AnimationParams.IsRunning ? States.RunJump : States.Jump;
if (m_AnimationParams.IsRunning)
return States.Run;
return m_AnimationParams.IsWalking ? States.Walk : States.Idle;
}
}
protected virtual void Start()
{
m_PreviousPosition = transform.position;
m_Controller = GetComponentInParent();
if (m_Controller != null)
{
// Install our callbacks to handle jump and animation based on velocity
m_Controller.StartJump += () => m_AnimationParams.JumpTriggered = true;
m_Controller.EndJump += () => m_AnimationParams.LandTriggered = true;
m_Controller.PostUpdate += (vel, jumpAnimationScale) => UpdateAnimationState(vel, jumpAnimationScale);
}
}
///
/// LateUpdate is used to avoid having to worry about script execution order:
/// it can be assumed that the player has already been moved.
///
protected virtual void LateUpdate()
{
// In no-controller mode, we monitor the player's motion and deduce the appropriate animation.
// We don't support jumping in this mode.
if (m_Controller == null || !m_Controller.enabled)
{
// Get velocity in player-local coords
var pos = transform.position;
var vel = Quaternion.Inverse(transform.rotation) * (pos - m_PreviousPosition) / Time.deltaTime;
m_PreviousPosition = pos;
UpdateAnimationState(vel, 1);
}
}
///
/// Update the animation based on the player's velocity.
/// Override this to interact appropriately with your animation controller.
///
/// Player's velocity, in player-local coordinates.
/// Scale factor to apply to the jump animation.
/// It can be used to slow down the jump animation for longer jumps.
void UpdateAnimationState(Vector3 vel, float jumpAnimationScale)
{
vel.y = 0; // we don't consider vertical movement
var speed = vel.magnitude;
// Hysteresis reduction
bool isRunning = speed > NormalWalkSpeed * 2 + (m_AnimationParams.IsRunning ? -0.15f : 0.15f);
bool isWalking = !isRunning && speed > k_IdleThreshold + (m_AnimationParams.IsWalking ? -0.05f : 0.05f);
m_AnimationParams.IsWalking = isWalking;
m_AnimationParams.IsRunning = isRunning;
// Set the normalized direction of motion and scale the animation speed to match motion speed
m_AnimationParams.Direction = speed > k_IdleThreshold ? vel / speed : Vector3.zero;
m_AnimationParams.MotionScale = isWalking ? speed / NormalWalkSpeed : 1;
m_AnimationParams.JumpScale = JumpAnimationScale * jumpAnimationScale;
// We scale the sprint animation speed to loosely match the actual speed, but we cheat
// at the high end to avoid making the animation look ridiculous
if (isRunning)
m_AnimationParams.MotionScale = (speed < NormalSprintSpeed)
? speed / NormalSprintSpeed
: Mathf.Min(MaxSprintScale, 1 + (speed - NormalSprintSpeed) / (3 * NormalSprintSpeed));
UpdateAnimation(m_AnimationParams);
if (m_AnimationParams.JumpTriggered)
m_AnimationParams.IsJumping = true;
if (m_AnimationParams.LandTriggered)
m_AnimationParams.IsJumping = false;
m_AnimationParams.JumpTriggered = false;
m_AnimationParams.LandTriggered = false;
}
///
/// Update the animation based on the player's state.
/// Override this to interact appropriately with your animation controller.
///
protected virtual void UpdateAnimation(AnimationParams animationParams)
{
if (!TryGetComponent(out Animator animator))
{
Debug.LogError("SimplePlayerAnimator: An Animator component is required");
return;
}
animator.SetFloat("DirX", animationParams.Direction.x);
animator.SetFloat("DirZ", animationParams.Direction.z);
animator.SetFloat("MotionScale", animationParams.MotionScale);
animator.SetBool("Walking", animationParams.IsWalking);
animator.SetBool("Running", animationParams.IsRunning);
animator.SetFloat("JumpScale", animationParams.JumpScale);
if (m_AnimationParams.JumpTriggered)
animator.SetTrigger("Jump");
if (m_AnimationParams.LandTriggered)
animator.SetTrigger("Land");
}
}
}