using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; public class BlockingAnimation : Attribute { } public abstract class BaseCharacter : MonoBehaviour { [SerializeField] protected NavMeshAgent _navAgent; protected Animator _animator; private const string WALK_VELOCITY = "WalkVelocity"; private readonly Queue _tasks = new Queue(); private PlayerTasks _currentTask; private CharacterDescriptor _characterDescriptor; private Action _OnAnimationFinish; private AnimationStates _currentAnimation; private CharacterSex _characterSex; protected void IntCharacter() { _animator = GetComponentInChildren(); _characterDescriptor = GetComponentInChildren(); _characterSex = _characterDescriptor.Sex; SetPlayerAnimation(AnimationStates.Idle); } private void Update() { if (PlayerHelper.IsBlockingAnimation(_currentAnimation)) { if (IsAnimationStatePlaying(0)) { return; } else { _OnAnimationFinish?.Invoke(); _OnAnimationFinish = null; } } if (_currentTask == null || _currentTask.Status == TaskStatus.Complete) { _tasks.TryDequeue(out _currentTask); } if (_currentTask != null) { if (_currentTask.Status == TaskStatus.Waiting) Debug.Log($"Current task {_currentTask.Task}"); switch (_currentTask.Task) { case Tasks.Rotate: _currentTask.UpdateStatus(Rotate(_currentTask.TagretObject._interactionPoint.forward)); break; case Tasks.Move: if (_currentAnimation == AnimationStates.Sitting) { SetPlayerAnimation(AnimationStates.Standing); return; } _navAgent.SetDestination(_currentTask.TagretObject._interactionPoint.position); _currentTask.UpdateStatus(MoveToPoint()); break; case Tasks.Interact: _currentTask.UpdateStatus(TaskStatus.Waiting); _currentTask.UpdateStatus(_currentTask.TagretObject.Interact()); break; } } } private TaskStatus MoveToPoint() { _navAgent.isStopped = false; SetPlayerAnimation(AnimationStates.Walking); _animator.SetFloat(WALK_VELOCITY, _navAgent.velocity.magnitude); return IsPathComplete(_navAgent.destination) ? TaskStatus.Complete : TaskStatus.InProgress; } public bool IsPathComplete(Vector3 destination) { var dest = new Vector3(destination.x, 0, destination.z); var pos = new Vector3(_navAgent.transform.position.x, 0, _navAgent.transform.position.z); if (Vector3.Distance(dest, pos) <= _navAgent.radius) { transform.position = destination; if (!_navAgent.hasPath || _navAgent.velocity.sqrMagnitude < 0.2f) { SetPlayerAnimation(AnimationStates.Idle); _navAgent.isStopped = true; return true; } } return false; } protected TaskStatus Rotate(Vector3 target) { var targetRot = Quaternion.LookRotation(target); Quaternion rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(target), 10 * Time.deltaTime); rotation.x = 0; transform.rotation = rotation; if (IsApproximate(targetRot, transform.rotation, 0.000004f)) { return TaskStatus.Complete; } return TaskStatus.InProgress; } protected void AddTask(PlayerTasks task) { _tasks.Enqueue(task); } public bool IsAnimationStatePlaying(int animLayer) { string stateName = PlayerHelper.GetEnumMemberValue(_currentAnimation); var stateInfo = _animator.GetCurrentAnimatorStateInfo(animLayer); return stateInfo.IsName(stateName) && stateInfo.normalizedTime < 1.0f; } public void SetPlayerAnimation(AnimationStates newState, Action onAnimationFinish) { _OnAnimationFinish = onAnimationFinish; SetPlayerAnimation(newState); } public void SetPlayerAnimation(AnimationStates newState) { if (newState == _currentAnimation) { return; } var stringStatte=PlayerHelper.GetEnumMemberValue(newState); stringStatte= string.Format(stringStatte,_characterSex.ToString()); _animator.Play(stringStatte); _currentAnimation = newState; } private bool IsApproximate(Quaternion q1, Quaternion q2, float precision) { return Mathf.Abs(Quaternion.Dot(q1, q2)) >= 1 - precision; } }