From f41eca49ae2af6bed5c322ab6d5540a6be51f388 Mon Sep 17 00:00:00 2001 From: Quake <74355598+QuakeEye@users.noreply.github.com> Date: Mon, 17 Jun 2024 15:37:39 +0200 Subject: [PATCH] feat: add animations to player (#98) * chore: add some animations * feat: create animator for player weapons * feat: add player movement animations * fix: add animator for first test scene * chore: handle comments; combine animation clips; add proper check for ranged weapon * test: add test for weapon can animate * chore: rename CanAnimate to CanFire * chore: re-add animator --------- Co-authored-by: Quake --- .../Assets/Animation/Animations/Player.meta | 8 + .../Animations/Player/IdlePlayer.anim | 231 ++++ .../Animations/Player/IdlePlayer.anim.meta | 8 + .../Animations/Player/IdleWeapon.anim | 373 ++++++ .../Animations/Player/IdleWeapon.anim.meta | 8 + .../Animations/Player/PlayerAttack.anim | 747 +++++++++++ .../Animations/Player/PlayerAttack.anim.meta | 8 + .../Animations/Player/WalkingPlayer.anim | 258 ++++ .../Animations/Player/WalkingPlayer.anim.meta | 8 + .../Assets/Animation/Animators/Player.meta | 8 + .../Player/PlayerRotation.controller | 387 ++++++ .../Player/PlayerRotation.controller.meta | 8 + aplib.net-demo/Assets/Input/PlayerInput.cs | 28 +- .../Assets/Input/PlayerInput.inputactions | 22 - .../Prefabs/Player/PlayerAnimated.prefab | 160 +++ .../Prefabs/Player/PlayerAnimated.prefab.meta | 7 + .../Assets/Scenes/LevelGeneration.unity | 36 +- .../TestScenes/WeaponAnimateTestScene.unity | 1137 +++++++++++++++++ .../WeaponAnimateTestScene.unity.meta | 7 + .../Scripts/Entities/Player/Movement.cs | 6 + .../Scripts/Entities/Player/PlayerLogic.cs | 1 + .../Scripts/Entities/Weapons/RangedWeapon.cs | 5 + .../Assets/Scripts/Entities/Weapons/Weapon.cs | 5 + aplib.net-demo/Assets/Scripts/InputManager.cs | 6 + .../Assets/Scripts/Inventory/AmmoPouch.cs | 10 +- .../PlaymodeTests/WeaponAnimateTest.cs | 25 + .../PlaymodeTests/WeaponAnimateTest.cs.meta | 11 + 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""id"": ""2e228e74-ccf6-45ba-89e4-614e785b163d"", ""expectedControlType"": ""Button"", @@ -1144,7 +1122,7 @@ public @PlayerInput() ""interactions"": """", ""processors"": """", ""groups"": ""Keyboard&Mouse"", - ""action"": ""Open Help"", + ""action"": ""OpenHelp"", ""isComposite"": false, ""isPartOfComposite"": false } @@ -1239,7 +1217,7 @@ public @PlayerInput() m_UI_TrackedDeviceOrientation = m_UI.FindAction("TrackedDeviceOrientation", throwIfNotFound: true); m_UI_ShowMouse = m_UI.FindAction("ShowMouse", throwIfNotFound: true); m_UI_OpenSettings = m_UI.FindAction("OpenSettings", throwIfNotFound: true); - m_UI_OpenHelp = m_UI.FindAction("Open Help", throwIfNotFound: true); + m_UI_OpenHelp = m_UI.FindAction("OpenHelp", throwIfNotFound: true); } public void Dispose() diff --git a/aplib.net-demo/Assets/Input/PlayerInput.inputactions b/aplib.net-demo/Assets/Input/PlayerInput.inputactions index a3457c0c..61e6a08d 100644 --- a/aplib.net-demo/Assets/Input/PlayerInput.inputactions +++ 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diff --git a/aplib.net-demo/Assets/Scripts/Entities/Player/Movement.cs b/aplib.net-demo/Assets/Scripts/Entities/Player/Movement.cs index a78f2487..5469d599 100644 --- a/aplib.net-demo/Assets/Scripts/Entities/Player/Movement.cs +++ b/aplib.net-demo/Assets/Scripts/Entities/Player/Movement.cs @@ -4,6 +4,7 @@ [RequireComponent(typeof(CapsuleCollider))] [RequireComponent(typeof(EntitySound))] [RequireComponent(typeof(Timer))] +[RequireComponent(typeof(Animator))] public class Movement : MonoBehaviour { [SerializeField] private float _maxSpeedGround = 7; @@ -34,6 +35,7 @@ public class Movement : MonoBehaviour private Rigidbody _rigidbody; private CapsuleCollider _controller; + private Animator _animator; [SerializeField] private Transform _playerVisTransform; @@ -49,6 +51,7 @@ private void Start() // Link the components of this object to the variables _rigidbody = GetComponent(); _controller = GetComponent(); + _animator = GetComponent(); _footStep = GetComponent(); _timer = GetComponent(); @@ -75,6 +78,7 @@ private void FixedUpdate() // Ground check by checking a sphere at the bottom of the player, more consistent than ray _bottomPoint = transform.TransformPoint(_controller.center - Vector3.up * (_playerHeight * 0.55f - _playerRadius)); _isGrounded = Physics.CheckSphere(_bottomPoint, _playerRadius, _groundMask); + _animator.SetBool("PlayerGrounded", _isGrounded); MovePlayer(); HandleJump(); @@ -127,6 +131,8 @@ private void MovePlayer() _timer.Reset(); _footStep.Step(); } + + _animator.SetFloat("PlayerVelocity", _rigidbody.velocity.magnitude); } /// diff --git a/aplib.net-demo/Assets/Scripts/Entities/Player/PlayerLogic.cs b/aplib.net-demo/Assets/Scripts/Entities/Player/PlayerLogic.cs index 594a472e..74cf1c7f 100644 --- a/aplib.net-demo/Assets/Scripts/Entities/Player/PlayerLogic.cs +++ b/aplib.net-demo/Assets/Scripts/Entities/Player/PlayerLogic.cs @@ -7,6 +7,7 @@ [RequireComponent(typeof(HealthComponent))] [RequireComponent(typeof(Movement))] [RequireComponent(typeof(RespawnableComponent))] +[RequireComponent(typeof(Animator))] public class PlayerLogic : MonoBehaviour { [SerializeField] public bool respawnOnDeath = true; diff --git a/aplib.net-demo/Assets/Scripts/Entities/Weapons/RangedWeapon.cs b/aplib.net-demo/Assets/Scripts/Entities/Weapons/RangedWeapon.cs index 7660b3b4..3cefaf50 100644 --- a/aplib.net-demo/Assets/Scripts/Entities/Weapons/RangedWeapon.cs +++ b/aplib.net-demo/Assets/Scripts/Entities/Weapons/RangedWeapon.cs @@ -111,5 +111,10 @@ public bool EnemiesInLineOfSight() return firstHit.collider != null && firstHit.collider.CompareTag(_targetTag); } + + /// + /// Check if the weapon has enough ammunition to be used and thus animated. + /// + public override bool CanFire() => !_ammoPouch.IsEmpty(); } } diff --git a/aplib.net-demo/Assets/Scripts/Entities/Weapons/Weapon.cs b/aplib.net-demo/Assets/Scripts/Entities/Weapons/Weapon.cs index b1759e19..83880f59 100644 --- a/aplib.net-demo/Assets/Scripts/Entities/Weapons/Weapon.cs +++ b/aplib.net-demo/Assets/Scripts/Entities/Weapons/Weapon.cs @@ -41,5 +41,10 @@ protected void Initialize(int damage, string targetTag) /// Use the weapon. /// public abstract void UseWeapon(); + + /// + /// Check if the weapon is currently able to be activated, and is thus able to be animated. + /// + public virtual bool CanFire() => true; } } diff --git a/aplib.net-demo/Assets/Scripts/InputManager.cs b/aplib.net-demo/Assets/Scripts/InputManager.cs index 53dad46e..9c378019 100644 --- a/aplib.net-demo/Assets/Scripts/InputManager.cs +++ b/aplib.net-demo/Assets/Scripts/InputManager.cs @@ -26,6 +26,7 @@ public class InputManager : MonoBehaviour private PlayerInput.PlayerActions _playerActions; private Movement _playerMovement; private PlayerInput.UIActions _uiActions; + private Animator _playerAnimator; public static InputManager Instance { get; private set; } @@ -50,6 +51,7 @@ private void Awake() _uiActions = _input.UI; _playerMovement = _playerTransform.GetComponent(); _playerRespawn = _playerTransform.GetComponent(); + _playerAnimator = _playerTransform.gameObject.GetComponent(); } private void Start() @@ -67,6 +69,10 @@ private void Start() if (equipmentInventory.HasItems) { equipmentInventory.CurrentEquipment.UseEquipment(); + + if (equipmentInventory.CurrentEquipment is Weapon weapon) + if (weapon.CanFire()) + _playerAnimator.SetTrigger("PlayerAttack"); } }; _uiActions.ShowMouse.performed += _ => _mouseLock.OnShowMousePressed(); diff --git a/aplib.net-demo/Assets/Scripts/Inventory/AmmoPouch.cs b/aplib.net-demo/Assets/Scripts/Inventory/AmmoPouch.cs index 7e511548..82590e71 100644 --- a/aplib.net-demo/Assets/Scripts/Inventory/AmmoPouch.cs +++ b/aplib.net-demo/Assets/Scripts/Inventory/AmmoPouch.cs @@ -9,7 +9,8 @@ public class AmmoPouch : MonoBehaviour /// /// The maximum amount of ammunition that can be stored in the ammo pouch. /// - [FormerlySerializedAs("MaxAmmoCount")] [SerializeField] + [FormerlySerializedAs("MaxAmmoCount")] + [SerializeField] public int maxAmmoCount; private int _currentAmmoCount; @@ -41,4 +42,11 @@ public bool TryUseAmmo() _currentAmmoCount--; return true; } + + /// + /// Returns whether the ammo pouch is empty. + /// The second check is inserted to align with the rest of the logic. + /// + /// True if the ammo pouch is empty, false otherwise. + public bool IsEmpty() => _currentAmmoCount <= 0 && maxAmmoCount >= 0; } diff --git a/aplib.net-demo/Assets/Testing/PlaymodeTests/WeaponAnimateTest.cs b/aplib.net-demo/Assets/Testing/PlaymodeTests/WeaponAnimateTest.cs new file mode 100644 index 00000000..714828fc --- /dev/null +++ b/aplib.net-demo/Assets/Testing/PlaymodeTests/WeaponAnimateTest.cs @@ -0,0 +1,25 @@ +using Entities.Weapons; +using NUnit.Framework; +using System.Collections; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.TestTools; + +public class WeaponAnimateTest +{ + [UnityTest] + public IEnumerator WeaponAnimateTestWithEnumeratorPasses() + { + SceneManager.LoadScene("WeaponAnimateTestScene"); + yield return null; + + // Get the players crossbow + var player = GameObject.Find("PlayerAnimated"); + RangedWeapon crossbow = player.GetComponentInChildren(); + + bool canBeAnimated = crossbow.CanFire(); + + // Check if the crossbow can be animated + Assert.IsTrue(canBeAnimated); + } +} diff --git a/aplib.net-demo/Assets/Testing/PlaymodeTests/WeaponAnimateTest.cs.meta b/aplib.net-demo/Assets/Testing/PlaymodeTests/WeaponAnimateTest.cs.meta new file mode 100644 index 00000000..9dc17628 --- /dev/null +++ b/aplib.net-demo/Assets/Testing/PlaymodeTests/WeaponAnimateTest.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f805e18a1d46cef4fb8137e633b67172 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git 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