79 lines
2.3 KiB
C#
79 lines
2.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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public class CharacterController : MonoBehaviour
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{
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private float moveToUpdateRate = 0.1f;
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private float lastMoveToUpdate;
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private IInteractable targetInteractable;
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private Transform moveTarget;
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private NavMeshAgent agent;
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private Animator animator;
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void Awake ()
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{
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agent = GetComponent<NavMeshAgent>();
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animator = GetComponentInChildren<Animator>();
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}
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void Update ()
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{
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if (moveTarget != null && Time.time - lastMoveToUpdate > moveToUpdateRate)
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{
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animator.ResetTrigger("attack");
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lastMoveToUpdate = Time.time;
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MoveToPosition(moveTarget.position);
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}
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if (animator != null)
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{
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float speed = agent.velocity.magnitude;
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float normalisedSpeed = speed / agent.speed;
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animator.SetFloat("moveSpeed", normalisedSpeed);
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}
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if (targetInteractable != null)
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{
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// Check if we've reached the destination
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// agent.remainingDistance is not always reliable, so we also check velocity
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if (!agent.pathPending && agent.remainingDistance <= agent.stoppingDistance && agent.velocity.sqrMagnitude == 0f)
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{
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// We've arrived. Trigger the interaction.
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targetInteractable.OnInteract();
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// Clear the pending interaction so it doesn't fire again
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targetInteractable = null;
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}
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}
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}
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public void LookTowards (Vector3 direction)
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{
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transform.rotation = Quaternion.LookRotation(direction);
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}
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public void MoveToTarget (Transform target)
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{
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moveTarget = target;
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}
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public void MoveToPosition (Vector3 position)
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{
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agent.SetDestination(position);
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agent.isStopped = false;
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}
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public void MoveToInteractable(Vector3 position, IInteractable interactable)
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{
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agent.SetDestination(position);
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agent.isStopped = false;
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// Remember the interactable we want to trigger on arrival
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targetInteractable = interactable;
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}
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public void StopMovement ()
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{
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agent.isStopped = true;
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moveTarget = null;
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}
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} |