PlayerSyncMecanim.cs 5.0 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using System;
  5. using UnityStandardAssets.Characters.FirstPerson;
  6. public class PlayerSyncMecanim : MonoBehaviour {
  7. Rigidbody rigibody;
  8. WeaponsBaseMecanim curWeapon = null;
  9. Animator curAnim;
  10. public Animator Anim { get { return curAnim; } }
  11. void Awake ()
  12. {
  13. instance = this;
  14. curAnim = GetComponent <Animator> ();
  15. rigibody = GetComponentInParent <Rigidbody> ();
  16. }
  17. void Update ()
  18. {
  19. UpdateAnimatorParameters ();
  20. }
  21. void UpdateAnimatorParameters ()
  22. {
  23. curAnim.SetBool ("isWalking", controller.IsWalking);
  24. curAnim.SetBool ("isRunning", controller.IsRunning);
  25. curAnim.SetBool ("isQuiet", controller.IsQuiet);
  26. curAnim.SetBool ("isJumping", controller.IsJumping);
  27. if (curWeapon.WpType == WeaponType.Bludgeoning)
  28. {
  29. curAnim.SetBool ("isBlocking", curWeapon.IsBlocking);
  30. curAnim.SetBool ("blockHit", curWeapon.BlockHit);
  31. curAnim.SetBool ("isSpinning", curWeapon.IsSpinning);
  32. }
  33. else if (curWeapon.WpType == WeaponType.Spear)
  34. {
  35. curAnim.SetBool ("spearLow", curWeapon.IsSpearLow);
  36. }
  37. else
  38. {
  39. curAnim.SetBool ("firePressed", curWeapon.FirePressed);
  40. curAnim.SetBool ("isAimed", curWeapon.IsAimed);
  41. }
  42. // if (Input.GetKeyDown (KeyCode.R) && curAnim.GetCurrentAnimatorStateInfo (0).IsName ("Idle"))
  43. // curAnim.SetTrigger ("reload");
  44. if (isLoweringGun)
  45. {
  46. if (curAnim.GetCurrentAnimatorStateInfo (0).IsName ("Lower") &&
  47. (curAnim.GetCurrentAnimatorStateInfo (0).normalizedTime >= 0.9f))
  48. {
  49. // disable callback
  50. if (onFinishedDisablingAnimation != null)
  51. onFinishedDisablingAnimation ();
  52. isLoweringGun = false;
  53. }
  54. }
  55. if (isRaisingGun)
  56. {
  57. if (curAnim.GetCurrentAnimatorStateInfo (0).IsName ("Raise") &&
  58. (curAnim.GetCurrentAnimatorStateInfo (0).normalizedTime >= 0.9f))
  59. {
  60. // raise callback
  61. if (onFinishedRaisingAnimation != null)
  62. onFinishedRaisingAnimation ();
  63. isRaisingGun = false;
  64. }
  65. }
  66. }
  67. bool isLoweringGun;
  68. public void TriggerLowerGunAnimation ()
  69. {
  70. curAnim.SetTrigger ("disable");
  71. isLoweringGun = true;
  72. }
  73. bool isRaisingGun;
  74. public void UpdateCurrentGun (WeaponsBaseMecanim _curWeapon)
  75. {
  76. if (!curAnim)
  77. return;
  78. this.curWeapon = _curWeapon;
  79. curAnim.runtimeAnimatorController = _curWeapon.properArmsAnimation as RuntimeAnimatorController;
  80. isRaisingGun = true;
  81. }
  82. public void SetReloadTrigger ()
  83. {
  84. curAnim.SetTrigger ("reload");
  85. }
  86. public void FireTriggered ()
  87. {
  88. curAnim.SetTrigger ("fireTrigger");
  89. }
  90. public void StrikeTriggered ()
  91. {
  92. curAnim.SetTrigger ("strikeTrigger");
  93. }
  94. public void StrikeMissTriggered ()
  95. {
  96. curAnim.SetTrigger ("strikeMissTrigger");
  97. }
  98. public void SwingLeftTriggered ()
  99. {
  100. curAnim.SetTrigger ("swingLeftTrigger");
  101. }
  102. public void SwingRightTriggered ()
  103. {
  104. curAnim.SetTrigger ("swingRightTrigger");
  105. }
  106. public void ThrowTriggered ()
  107. {
  108. curAnim.SetTrigger ("throwTrigger");
  109. }
  110. // public void SpinTriggered ()
  111. // {
  112. // curAnim.SetTrigger ("spinTrigger");
  113. // }
  114. /// <summary>
  115. /// Called by an event in the end of the Reload anim. - for bows and crossbows only
  116. /// </summary>
  117. public void OnFinishArrowLoadCallback (int value = 0)
  118. {
  119. if (value == 1)
  120. BroadcastMessage ("OnFinishArrowLoad");
  121. }
  122. /// <summary>
  123. /// Called by an event in the end of the Fire animation. - for bows and crossbows only
  124. /// </summary>
  125. public void OnArrowShotCallback (int value = 0)
  126. {
  127. if (value == 1)
  128. BroadcastMessage ("OnArrowShot");
  129. }
  130. public void OnStrikeCallback (int value = 0)
  131. {
  132. if (value == 1)
  133. BroadcastMessage ("StrikeCallback");
  134. }
  135. public void OnStrikeMissCallback (int value = 0)
  136. {
  137. if (value == 1)
  138. BroadcastMessage ("StrikeMissCallback");
  139. }
  140. public void OnSwingLeftCallback (int value = 0)
  141. {
  142. if (value == 1)
  143. BroadcastMessage ("SwingLeftCallback");
  144. }
  145. public void OnSwingRightCallback (int value = 0)
  146. {
  147. if (value == 1)
  148. BroadcastMessage ("SwingRightCallback");
  149. }
  150. public void OnThrowCallback (int value = 0)
  151. {
  152. if (value == 1)
  153. BroadcastMessage ("ThrowCallback");
  154. }
  155. // public void OnSpinCallback (int value = 0)
  156. // {
  157. // if (value == 1)
  158. // BroadcastMessage ("SpinCallback");
  159. // }
  160. FirstPersonController controller
  161. {
  162. get
  163. {
  164. return transform.root.GetComponent<FirstPersonController>();
  165. }
  166. }
  167. public static event Action onFinishedDisablingAnimation;
  168. public static event Action onFinishedRaisingAnimation;
  169. private static PlayerSyncMecanim instance = null;
  170. public static PlayerSyncMecanim Instance
  171. {
  172. get
  173. {
  174. if (instance == null)
  175. instance = GameObject.FindObjectOfType <PlayerSyncMecanim> ();
  176. return instance;
  177. }
  178. }
  179. }