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1)] + public float FollowSmoothness = .1f; + + [Tooltip("Camera rotation sensitivity")] + public float LookSensitivity = 20f; + + [Header("Position")] + + [Tooltip("Camera distance from player")] + public float Distance = 5; + + [Tooltip("Vertical offset from player")] + public float VerticalOffset = 2; + + [Header("Pitch")] + + [Tooltip("Default pitch angle")] + public float DefaultPitch = 20; + + [Tooltip("Min pitch angle")] + public float MinPitch = -30; + + [Tooltip("Max pitch angle")] + public float MaxPitch = 60; + } + + [System.Serializable] + public class References + { + public InputActionAsset InputActions; + } + + [SerializeField] + private Settings _settings; + + [SerializeField] + private References _references; + + private float _yaw; + private float _pitch; + + private Vector3 _playerPosition; + private InputAction _lookAction; + + void OnDrawGizmos() + { + Gizmos.color = Color.cyan; + Gizmos.DrawWireCube(GetPlayerPosition(), Vector3.one * .2f); + } + + void OnValidate() + { + _settings.DefaultPitch = Mathf.Clamp(_settings.DefaultPitch, _settings.MinPitch, _settings.MaxPitch); + + _pitch = _settings.DefaultPitch; + + _playerPosition = GetPlayerPosition(); + + SetPosition(); + } + + + void OnEnable() + { + _lookAction = _references.InputActions.FindActionMap("Player").FindAction("Look"); + + _lookAction?.Enable(); + } + + void OnDisable() + { + _lookAction?.Disable(); + } + + void Update() + { + float deltaTime = Time.deltaTime; + + _playerPosition = Vector3.Lerp(_playerPosition, GetPlayerPosition(), (1.1f - _settings.FollowSmoothness) * 20 * deltaTime); + + SetCursor(); + SetYawAndPitch(deltaTime); + SetPosition(); + } + + private void SetCursor() + { + bool lockCursor = Player.Owner && !Player.Owner.State.IsPaused; + + Cursor.lockState = lockCursor ? CursorLockMode.Locked : CursorLockMode.None; + Cursor.visible = !lockCursor; + } + + private void SetYawAndPitch(float deltaTime) + { + if (!Player.Owner || Player.Owner.State.IsPaused) + return; + + Vector2 lookInput = _lookAction?.ReadValue() ?? Vector2.zero; + + _pitch -= lookInput.y * _settings.LookSensitivity * deltaTime; + _pitch = Mathf.Clamp(_pitch, _settings.MinPitch, _settings.MaxPitch); + + _yaw += lookInput.x * _settings.LookSensitivity * deltaTime; + } + + private void SetPosition() + { + // Relative postion between player and camera + Vector3 cameraPosition = Vector3.forward * -_settings.Distance; + // Rotate relative position with pitch and yaw + cameraPosition = Quaternion.Euler(_pitch, _yaw, 0) * cameraPosition; + // Convert relative player position to world position + cameraPosition += _playerPosition; + + transform.position = cameraPosition; + transform.rotation = Quaternion.LookRotation(_playerPosition - cameraPosition, Vector3.up); + } + + private Vector3 GetPlayerPosition() + { + Vector3 offset = Vector3.up * _settings.VerticalOffset; + + if (!Player.Owner) + return Vector3.zero + offset; + + return Player.Owner.transform.position + offset; + } +} diff --git a/Assets/Content/Scripts/CameraThirdPerson.cs.meta b/Assets/Content/Scripts/CameraThirdPerson.cs.meta new file mode 100644 index 0000000..30e130d --- /dev/null +++ b/Assets/Content/Scripts/CameraThirdPerson.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 87dade2e08a48f94b80dc2d619d20434 \ No newline at end of file diff --git a/Assets/Content/Scripts/LerpDemo.cs b/Assets/Content/Scripts/LerpDemo.cs new file mode 100644 index 0000000..b68fd5c --- /dev/null +++ b/Assets/Content/Scripts/LerpDemo.cs @@ -0,0 +1,18 @@ +using UnityEngine; + +public class LerpDemo : MonoBehaviour +{ + public Transform Target; + + void Start() + { + + } + + // Update is called once per frame + void Update() + { + //transform.position = Target.position; + transform.position = Vector3.Lerp(transform.position, Target.position, Time.deltaTime); + } +} diff --git a/Assets/Content/Scripts/LerpDemo.cs.meta b/Assets/Content/Scripts/LerpDemo.cs.meta new file mode 100644 index 0000000..4a3cba2 --- /dev/null +++ b/Assets/Content/Scripts/LerpDemo.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 8c9ccc30f4ecd5e49aea46626f014c45 \ No newline at end of file diff --git a/Assets/Content/Scripts/Player.cs b/Assets/Content/Scripts/Player.cs new file mode 100644 index 0000000..29e7a01 --- /dev/null +++ b/Assets/Content/Scripts/Player.cs @@ -0,0 +1,595 @@ +using System.Collections; +using UnityEngine; +using UnityEngine.InputSystem; +//using Unity.Netcode; +//using Unity.Netcode.Components; + +/// +/// Player controller. +/// +[RequireComponent(typeof(CharacterController))] +public class Player : MonoBehaviour //NetworkBehaviour +{ + public static Player Owner { get; private set; } + + public enum PlayerType + { + Local, + //Network + } + + public enum PlayerState + { + Idle, + Moving, + Jumping, + Falling, + Stunned, + Eliminated, + Loser, + Winner, + } + + [System.Serializable] + public class Settings + { + public PlayerType Type; + + [Header("Movements")] + + [Tooltip("Movement speed in km/h")] + public float Speed = 18f; + + [Tooltip("Jump force in m/s")] + public float JumpForce = 8f; + + [Tooltip("Player rotation speed towards movement direction")] + public float RotationSpeed = 10f; + + [Tooltip("Ground detection tolerance")] + public float GroundTolerance = 0.2f; + + [Tooltip("Layers considered as ground")] + public LayerMask GroundLayer = 1; + + [Header("Debug")] + + [Tooltip("GUI logs of current state")] + public bool StateLogs; + } + + [System.Serializable] + public class References + { + public CharacterController Controller; + public InputActionAsset InputActions; + //public NetworkTransform NetworkTransform; + } + + [System.Serializable] + public class StateContainer + { + [Tooltip("Current player state")] + public PlayerState CurrentState = PlayerState.Idle; + + [Tooltip("Is player paused?")] + public bool IsPaused = false; + + [Tooltip("Is player grounded?")] + public bool IsGrounded; + + [Tooltip("Is gravity suspended?")] + public bool IsGravitySuspended; + + [Tooltip("Vertical velocity in m/s")] + public float VerticalVelocity; + + [Tooltip("Horizontal velocity in m/s")] + public Vector2 HorizontalVelocity; + + [Tooltip("Additionnal velocity in m/s")] + public Vector3 ExtraVelocity; + + [Tooltip("Ground velocity in m/s to avoid parenting")] + public Vector3 GroundVelocity; + + [Tooltip("Ground transform evaluated as parent")] + public Transform GroundTransform; + } + + [SerializeField] private Settings _settings; + [SerializeField] private References _references; + [SerializeField] private StateContainer _state; + + public StateContainer State => _state; + + #region Private Fields + private bool _jumpInput; + private Vector2 _moveInput; + + private InputAction _moveAction; + private InputAction _jumpAction; + + private float _groundCheckRadius; + private Vector3 _groundCheckOffset; + private Vector3 _groundContactPosition; + private Quaternion _groundContactRotation; + private Collider[] _groundCheckResults = new Collider[1]; + + IEnumerator _addExtraForceCoroutine; + #endregion + + #region Constants + private const float GRAVITY = -20; + private const float KMH_TO_MS = 1 / 3.6f; + private const float GROUND_STICK_FORCE = -2; + #endregion + + #region Network + const bool IsOwner = true; // Remove when enable Network + /* + // Network variables to synchronize state + private NetworkVariable _networkCurrentState = new NetworkVariable( + PlayerState.Idle, + NetworkVariableReadPermission.Everyone, + NetworkVariableWritePermission.Owner + ); + + private NetworkVariable _networkHorizontalVelocity = new NetworkVariable( + Vector2.zero, + NetworkVariableReadPermission.Everyone, + NetworkVariableWritePermission.Owner + ); + + public override void OnNetworkSpawn() + { + base.OnNetworkSpawn(); + + _references.NetworkTransform.Interpolate = !IsOwner; + + if (IsOwner) + { + Init(); + } + else + { + // Subscribe to NetworkVariable changes for non-owners + _networkCurrentState.OnValueChanged += OnNetworkStateChanged; + _networkHorizontalVelocity.OnValueChanged += OnNetworkHorizontalVelocityChanged; + } + } + + public override void OnNetworkDespawn() + { + base.OnNetworkDespawn(); + + // Unsubscribe from NetworkVariable changes + if (!IsOwner) + { + _networkCurrentState.OnValueChanged -= OnNetworkStateChanged; + _networkHorizontalVelocity.OnValueChanged -= OnNetworkHorizontalVelocityChanged; + } + } + + // Callback when player state changes (for non-owners) + private void OnNetworkStateChanged(PlayerState previousState, PlayerState newState) + { + _state.CurrentState = newState; + } + + // Callback when horizontal velocity changes (for non-owners) + private void OnNetworkHorizontalVelocityChanged(Vector2 previousVelocity, Vector2 newVelocity) + { + _state.HorizontalVelocity = newVelocity; + }*/ + #endregion + + #region Unity Debug + void OnGUI() + { + if (_settings.StateLogs) + { + GUIStyle style = new GUIStyle(); + style.fontSize = 15; + style.normal.textColor = Color.white; + style.alignment = TextAnchor.UpperLeft; + + string debug = $"Horizontal Velocity: {_state.HorizontalVelocity.magnitude / KMH_TO_MS:F2} km/h\n"; + debug += $"X: {_state.HorizontalVelocity.x:F2} Z: {_state.HorizontalVelocity.y:F2}\n"; + debug += $"Vertical Velocity: {_state.VerticalVelocity / KMH_TO_MS:F2} km/h\n"; + debug += $"Grounded: {_state.IsGrounded}\n"; + debug += $"State: {_state.CurrentState}\n"; + //debug += $"IsOwner: {IsOwner}\n"; + //debug += $"IsServer: {IsServer}\n"; + //debug += $"IsClient: {IsClient}"; + + GUI.Label(new Rect(10, 10, 400, 200), debug, style); + } + } + + void OnDrawGizmos() + { + if (_settings.Type == PlayerType.Local || IsOwner) + { + // Draw ground check sphere + Gizmos.matrix = transform.localToWorldMatrix; + Gizmos.color = _state.IsGrounded ? Color.green : new Color(1, .5f, 0); + Gizmos.DrawWireSphere(_groundCheckOffset, _groundCheckRadius); + } + } + #endregion + + #region Unity Lifecycle + void OnEnable() + { + if (_settings.Type == PlayerType.Local) + Init(); + } + + void OnDisable() + { + _moveAction?.Disable(); + _jumpAction?.Disable(); + } + + void Update() + { + if (_settings.Type == PlayerType.Local || IsOwner) + { + float deltaTime = Time.deltaTime; + + GetInputs(); + CheckGround(deltaTime); + SetVelocity(deltaTime); + SetMovement(deltaTime); + UpdateState(); + } + } + + void LateUpdate() + { + // Owner sends state to network + if (IsOwner) + { + //_networkCurrentState.Value = _state.CurrentState; + //_networkHorizontalVelocity.Value = _state.HorizontalVelocity; + } + } + #endregion + + #region Public Methods + /// + /// Add an additionnal force to the player. + /// + /// Force direction in m/s + /// Suspend gravity for the duration of the force + /// Duration while fore is applied (if 0: infinite duration) + /// A remplir par claude + public void AddExtraForce(Vector3 force, bool suspendGravity, float duration = -1, AnimationCurve curve = null) + { + if (_state.CurrentState == PlayerState.Eliminated) + return; + + if (_addExtraForceCoroutine != null) + return; + + if (duration <= 0) + _state.ExtraVelocity = force; + else + StartCoroutine(_addExtraForceCoroutine = AddExtraForceCoroutine(force, suspendGravity, duration, curve)); + } + + private IEnumerator AddExtraForceCoroutine(Vector3 force, bool suspendGravity, float duration, AnimationCurve curve) + { + if (suspendGravity) + _state.IsGravitySuspended = true; + + for (float t = 0f; t < duration; t += Time.deltaTime) + { + float normaliwedTime = t / duration; + float easeTime = curve != null ? curve.Evaluate(normaliwedTime) : normaliwedTime; + + _state.ExtraVelocity = force * easeTime; + + yield return new WaitForEndOfFrame(); + } + + if (suspendGravity) + _state.IsGravitySuspended = false; + + _state.ExtraVelocity = Vector3.zero; + _addExtraForceCoroutine = null; + } + + public void ResetExtraForce() + { + _state.ExtraVelocity = Vector3.zero; + } + + /// + /// Stuns the player for a specified duration (0 = infinite). + /// + public void Stun(float duration = 0) + { + if (_state.CurrentState == PlayerState.Eliminated) + return; + + _state.CurrentState = PlayerState.Stunned; + _state.HorizontalVelocity = Vector2.zero; + _state.VerticalVelocity = 0f; + + if (duration > 0) + Invoke(nameof(RecoverFromStun), duration); + } + + /// + /// Recover the player from stun. + /// + public void RecoverFromStun() + { + if (_state.CurrentState == PlayerState.Stunned) + _state.CurrentState = PlayerState.Idle; + } + + /// + /// Eliminates the player from the game. + /// + public void Eliminate() + { + _state.CurrentState = PlayerState.Eliminated; + _state.HorizontalVelocity = Vector2.zero; + _state.VerticalVelocity = 0f; + _references.Controller.enabled = false; + } + + /// + /// Sets the pause state of the player. + /// + public void Pause(bool paused) + { + _state.IsPaused = paused; + } + #endregion + + #region Player Logic + private void Init() + { + if (_settings.Type == PlayerType.Local || IsOwner) + { + if (Owner == null) + { + Owner = this; + } + else + { + Debug.LogWarning($"Multiple Player instances detected. Destroy: {gameObject.name}"); + Destroy(gameObject); + } + + _moveAction = _references.InputActions.FindActionMap("Player").FindAction("Move"); + _jumpAction = _references.InputActions.FindActionMap("Player").FindAction("Jump"); + + _moveAction?.Enable(); + _jumpAction?.Enable(); + } + + _groundCheckOffset = _references.Controller.center + Vector3.up * (_references.Controller.height * -.5f + _references.Controller.radius - _references.Controller.skinWidth - _settings.GroundTolerance); + _groundCheckRadius = _references.Controller.radius; + } + + private void GetInputs() + { + if (Keyboard.current?.escapeKey.wasPressedThisFrame ?? false) + Pause(!_state.IsPaused); + + _moveInput = _moveAction != null ? _moveAction.ReadValue() : Vector2.zero; + + bool jumpInput = _jumpAction != null && _jumpAction.WasPressedThisFrame(); + if (jumpInput) + { + bool canJump = _state.IsGrounded && + _state.CurrentState != PlayerState.Stunned && + _state.CurrentState != PlayerState.Eliminated && + _state.CurrentState != PlayerState.Jumping && + _state.CurrentState != PlayerState.Falling; + + _jumpInput = canJump; + } + else + { + _jumpInput = false; + } + } + + private void CheckGround(float deltaTime) + { + int hitCount = Physics.OverlapSphereNonAlloc( + transform.position + transform.rotation * _groundCheckOffset, + _groundCheckRadius, + _groundCheckResults, + _settings.GroundLayer + ); + + bool wasGrounded = _state.IsGrounded; + _state.IsGrounded = hitCount > 0; + + if (_state.IsGrounded) + { + Transform newPlatform = _groundCheckResults[0].transform; + + // If platform changed, initialize last frame values + if (newPlatform != _state.GroundTransform) + { + _state.GroundTransform = newPlatform; + _state.GroundVelocity = Vector3.zero; + _groundContactPosition = _state.GroundTransform.position; + _groundContactRotation = _state.GroundTransform.rotation; + } + } + else + { + // If player just left the platform + if (wasGrounded && _state.GroundTransform != null) + { + Vector3 platformVelocity = (_state.GroundTransform.position - _groundContactPosition) / deltaTime; + + // Add platform velovity to player ground velocity + _state.GroundVelocity = platformVelocity; + } + + _state.GroundTransform = null; + } + } + + private void SetVelocity(float deltaTime) + { + // Determine movement attenuation based on current state + + float moveAtten; + switch (_state.CurrentState) + { + case PlayerState.Idle: + case PlayerState.Moving: + moveAtten = 1; + break; + case PlayerState.Jumping: + moveAtten = .8f; + break; + case PlayerState.Falling: + moveAtten = .6f; + break; + default: + moveAtten = 0; + break; + } + + // Update horizontal velocity + + Vector2 horizontalVelocity = _state.HorizontalVelocity; + + if (moveAtten > 0 && Camera.main) + { + Vector2 move = Vector2.zero; + + // Don't apply move to velocity if paused + if (!_state.IsPaused) + { + Vector3 forward = Camera.main.transform.forward; + Vector3 right = Camera.main.transform.right; + + forward.y = right.y = 0; + forward.Normalize(); + right.Normalize(); + + Vector3 direction3D = (forward * _moveInput.y + right * _moveInput.x); + move = new Vector2(direction3D.x, direction3D.z).normalized; + move *= _settings.Speed * KMH_TO_MS; + } + + horizontalVelocity = Vector2.Lerp(horizontalVelocity, move, moveAtten * deltaTime * 5); + } + else + { + horizontalVelocity = Vector2.zero; + } + + _state.HorizontalVelocity = horizontalVelocity.magnitude > .01f ? horizontalVelocity : Vector2.zero; + + // Update vertical velocity + + float verticalVelocity = _state.VerticalVelocity; + + if (_state.IsGrounded && _jumpInput && !_state.IsPaused) + { + _state.IsGrounded = _jumpInput = false; + verticalVelocity = _settings.JumpForce; + } + else if (_state.IsGrounded && verticalVelocity <= 0) + { + verticalVelocity = _state.IsGravitySuspended ? 0 : GROUND_STICK_FORCE; + } + else if (!_state.IsGravitySuspended) + { + verticalVelocity = Mathf.Max(verticalVelocity + GRAVITY * deltaTime, GRAVITY); + } + + _state.VerticalVelocity = verticalVelocity; + } + + private void SetMovement(float deltaTime) + { + // Apply platform movement and rotation + + if (_state.GroundTransform) + { + // Calculate platform delta position + Vector3 platformPositionDelta = _state.GroundTransform.position - _groundContactPosition; + + // Calculate platform delta rotation + Quaternion platformRotationDelta = _state.GroundTransform.rotation * Quaternion.Inverse(_groundContactRotation); + + // Apply rotation around platform center + Vector3 localPosition = transform.position - _state.GroundTransform.position; + Vector3 rotatedPosition = platformRotationDelta * localPosition; + platformPositionDelta += rotatedPosition - localPosition; + + // Move player with platform + _references.Controller.Move(platformPositionDelta); + + // Rotate player with platform + transform.Rotate(Vector3.up, platformRotationDelta.eulerAngles.y, Space.World); + + // Update last frame values + _groundContactPosition = _state.GroundTransform.position; + _groundContactRotation = _state.GroundTransform.rotation; + } + + // Apply player movement + + Vector3 lookDir = new Vector3(_state.HorizontalVelocity.x, 0, _state.HorizontalVelocity.y); + Vector3 velocity = lookDir; + velocity.y = _state.VerticalVelocity; + velocity += _state.GroundVelocity; + velocity += _state.ExtraVelocity; + velocity *= deltaTime; + + _references.Controller.Move(velocity); + + // Apply player rotation + + if (lookDir.sqrMagnitude > .01f) + { + Quaternion targetRotation = Quaternion.LookRotation(lookDir, Vector3.up); + transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, _settings.RotationSpeed * deltaTime); + } + } + + private void UpdateState() + { + PlayerState previousState = _state.CurrentState; + + if (_state.CurrentState == PlayerState.Stunned || + _state.CurrentState == PlayerState.Eliminated) + { + return; + } + + if (!_state.IsGrounded) + { + _state.CurrentState = _state.VerticalVelocity > 0 + ? PlayerState.Jumping + : PlayerState.Falling; + } + else + { + if (_state.VerticalVelocity <= 0) + _state.CurrentState = _state.HorizontalVelocity.sqrMagnitude > 0.1f + ? PlayerState.Moving + : PlayerState.Idle; + } + + if (_state.CurrentState != previousState) + Debug.Log($"{previousState} → {_state.CurrentState}"); + } + #endregion +} \ No newline at end of file diff --git a/Assets/Content/Scripts/Player.cs.meta b/Assets/Content/Scripts/Player.cs.meta new file mode 100644 index 0000000..8fc029f --- /dev/null +++ b/Assets/Content/Scripts/Player.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: e2481070b28cbc44e84c75778af5844f \ No newline at end of file diff --git a/Assets/Content/Scripts/PlayerVisual.cs b/Assets/Content/Scripts/PlayerVisual.cs new file mode 100644 index 0000000..edf285f --- /dev/null +++ b/Assets/Content/Scripts/PlayerVisual.cs @@ -0,0 +1,64 @@ +using System.Linq; +using UnityEngine; + +public class PlayerVisual : MonoBehaviour +{ + [System.Serializable] + private class References + { + public Player Player; + public Animator Anim; + } + + [System.Serializable] + private class PlayerAnimationStateMapper + { + public Player.PlayerState PlayerState; + public string AnimatorState; + public string BlockingState; + public string Trigger; + } + + [SerializeField] + private References _references; + + [SerializeField] + private PlayerAnimationStateMapper[] _playerAnimationStateMapper; + + void Start() + { + + } + + void Update() + { + UpdateAnimation(); + } + + private void UpdateAnimation() + { + if (_references.Anim.IsInTransition(0)) + return; + + AnimatorStateInfo currentState = _references.Anim.GetCurrentAnimatorStateInfo(0); + AnimatorStateInfo nextState = _references.Anim.GetNextAnimatorStateInfo(0); + + PlayerAnimationStateMapper currentStateMapper = _playerAnimationStateMapper.FirstOrDefault(m => m.PlayerState == _references.Player.State.CurrentState); + + if (currentStateMapper != null && + !currentState.IsName(currentStateMapper.AnimatorState) && + !nextState.IsName(currentStateMapper.AnimatorState) && + !currentState.IsName(currentStateMapper.BlockingState)) + { + _references.Anim.SetTrigger(currentStateMapper.Trigger); + } + + switch (_references.Player.State.CurrentState) + { + case Player.PlayerState.Idle: + case Player.PlayerState.Moving: + _references.Anim.SetFloat("move", _references.Player.State.HorizontalVelocity.magnitude); + break; + } + } +} diff --git a/Assets/Content/Scripts/PlayerVisual.cs.meta b/Assets/Content/Scripts/PlayerVisual.cs.meta new file mode 100644 index 0000000..8d10631 --- /dev/null +++ b/Assets/Content/Scripts/PlayerVisual.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 93c4f218e1a930f4f86c5a26eb731a70 \ No newline at end of file diff --git a/Assets/Content/Scripts/ProceduralAnimator.cs b/Assets/Content/Scripts/ProceduralAnimator.cs new file mode 100644 index 0000000..89ea535 --- /dev/null +++ b/Assets/Content/Scripts/ProceduralAnimator.cs @@ -0,0 +1,234 @@ +using UnityEngine; + +/// +/// Procedural platform animation supporting translation, rotation, and scaling. +/// Supports multiple animation types (Constant, PingPong, Loop, Single) with easing. +/// +public class ProceduralAnimator : MonoBehaviour +{ + public enum AnimationSpace + { + Local, + World + } + + public enum AnimationType + { + Constant, // Continuous movement without return + PingPong, // Back and forth (A → B → A) + Loop, // Loop with teleport (A → B, teleport to A) + Single // Play once then stop + } + + public enum AnimationBalance + { + Centered, + Forward, + Backward + } + + [System.Serializable] + public class Settings + { + [Tooltip("Animation space")] + public AnimationSpace Space = AnimationSpace.Local; + + [Tooltip("Type of animation loop")] + public AnimationType Type = AnimationType.PingPong; + + [Tooltip("TCenter of animation")] + public AnimationBalance Balance = AnimationBalance.Centered; + + [Tooltip("Custom animation curve")] + public AnimationCurve Curve = AnimationCurve.EaseInOut(0, 0, 1, 1); + + [Tooltip("Animation speed multiplier")] + public float Duration = 4; + + [Tooltip("Time offset to desynchronize multiple animations")] + public float TimeOffset = 0; + + [Tooltip("Translation amount in local space (meters)")] + public Vector3 Translation = Vector3.zero; + + [Tooltip("Rotation amount in degrees")] + public Vector3 Rotation = Vector3.zero; + + [Tooltip("Scale amount relative to initial scale")] + public Vector3 Scale = Vector3.zero; + } + + [System.Serializable] + public class State + { + [Tooltip("Current animation time")] + public float CurrentTime; + + [Tooltip("Is animation finished? (Single only)")] + public bool IsFinished; + + [HideInInspector] public Vector3 InitialPosition; + [HideInInspector] public Quaternion InitialRotation; + [HideInInspector] public Vector3 InitialScale; + } + + [SerializeField] private Settings _settings; + [SerializeField] private State _state; + + void OnDrawGizmosSelected() + { + + } + + void Start() + { + _state.InitialPosition = transform.localPosition; + _state.InitialRotation = transform.localRotation; + _state.InitialScale = transform.localScale; + _state.CurrentTime = _settings.TimeOffset; + _state.IsFinished = false; + } + + void LateUpdate() + { + if (_state.IsFinished) + return; + + _state.CurrentTime = Time.timeSinceLevelLoad + _settings.TimeOffset * _settings.Duration; + + float normalizedTime = GetNormalizedTime(_state.CurrentTime); + float easedTime = ApplyEasing(normalizedTime); + float balanceTime = ApplyBalance(easedTime); + + ApplyTranslation(balanceTime); + ApplyRotation(balanceTime); + ApplyScale(balanceTime); + } + + /// + /// Resets animation to initial state. + /// + public void ResetAnimation() + { + _state.CurrentTime = _settings.TimeOffset; + _state.IsFinished = false; + transform.localPosition = _state.InitialPosition; + transform.localRotation = _state.InitialRotation; + transform.localScale = _state.InitialScale; + } + + /// + /// Pauses or resumes animation. + /// + public void SetPaused(bool paused) + { + enabled = !paused; + } + + /// + /// Gets normalized time [0,1] based on animation type. + /// + private float GetNormalizedTime(float time) + { + if (_settings.Duration == 0) + return 0; + + switch (_settings.Type) + { + case AnimationType.Constant: + return time / _settings.Duration; + + case AnimationType.PingPong: + return Mathf.PingPong(time / _settings.Duration, 1); + + case AnimationType.Loop: + return Mathf.Repeat(time / _settings.Duration, 1f); + + case AnimationType.Single: + if (time >= _settings.Duration) + { + _state.IsFinished = true; + return 1; + } + return time / _settings.Duration; + + default: + return 0f; + } + } + + private float ApplyBalance(float time) + { + switch (_settings.Balance) + { + case AnimationBalance.Centered: + return time - .5f; + + case AnimationBalance.Backward: + return -time; + + default: + return time; + } + } + + /// + /// Applies easing function to normalized time. + /// + private float ApplyEasing(float time) + { + switch (_settings.Type) + { + default: + return _settings.Curve.Evaluate(time); ; + + case AnimationType.Constant: + return time; + } + } + + /// + /// Applies translation based on eased time. + /// + private void ApplyTranslation(float time) + { + if (_settings.Translation == Vector3.zero) + return; + + Vector3 offset = _settings.Translation * time; + if (_settings.Space == AnimationSpace.Local) + offset = _state.InitialRotation * offset; + + transform.localPosition = _state.InitialPosition + offset; + } + + /// + /// Applies rotation based on eased time. + /// + private void ApplyRotation(float time) + { + if (_settings.Rotation == Vector3.zero) + return; + + Vector3 rotation = _settings.Rotation * time; + Quaternion rotationOffset = Quaternion.Euler(rotation); + if (_settings.Space == AnimationSpace.Local) + rotationOffset = _state.InitialRotation * rotationOffset; + else + rotationOffset = rotationOffset * _state.InitialRotation; + + transform.localRotation = rotationOffset; + } + + /// + /// Applies scale based on eased time. + /// + private void ApplyScale(float t) + { + if (_settings.Scale == Vector3.zero) + return; + + Vector3 scale = Vector3.one + _settings.Scale * t; + transform.localScale = Vector3.Scale(_state.InitialScale, scale); + } +} \ No newline at end of file diff --git a/Assets/Content/Scripts/ProceduralAnimator.cs.meta b/Assets/Content/Scripts/ProceduralAnimator.cs.meta new file mode 100644 index 0000000..ea3b54a --- /dev/null +++ b/Assets/Content/Scripts/ProceduralAnimator.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c27cc0f256617cc449b20ac4f9157740 \ No 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