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October 11, 2020 10:29
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using Ex = System.Exception; | |
using T = UnityEngine.Transform; using UnityEngine; | |
using Active.Core; using static Active.Core.status; using Active.Util; | |
namespace Activ.Kabuki{ | |
public class Actor : XTask{ | |
public float speed = 1, rotationSpeed = 180; | |
public Transform hold; // for holding an object in hand | |
public Vector3 holdOffset; | |
public Transform[] pushingBones; // contact points for pushing | |
public Actor other; // for give/take interaction | |
public Transform gift; | |
// -------------------------------------------------------------- | |
public status this[string gesture, Transform that] => LookAt(that) && Play(gesture); | |
public status this[string anim] => Play(gesture); | |
public status Face(Transform that, string anim = "Walk") | |
=> Playing(anim, θ.RotateTowards(that, rotationSpeed)); | |
public status Face(Vector3 dir, string anim = "Walk") | |
=> Playing(anim, θ.RotateTowards(dir, rotationSpeed)); | |
public status Give(Transform that, Actor recipient) | |
=> recipient.Has(that) || Reach(recipient.θ) | |
&& Playing("Idle", Offer(that, recipient)) | |
&& Present(that); | |
public status Grab(Transform that) => Reach(that) && this["Grab"] && Hold(that).now; | |
public status Ingest(Transform that) => Reach(that) && this["Eat"] && Assimilate(that).now; | |
public status Idle => this["Idle"]; | |
public status LookAt(Transform that, string rotationAnim = "Walk", string idleAnim = "Idle") | |
=> Face(that, rotationAnim) && this[idleAnim]; | |
public status Push(Transform that) => Sequence()[ | |
and ? Reach(that) && PushingSetup() : | |
and ? this["Push"] && PushingTeardown() : end | |
]; | |
public status Strike(Transform that) => Reach(that) && this["Strike"]; | |
public status Take() => (other == null) || Face(other.θ) | |
&& this["Take"] && Hold(gift).now; | |
public status Tell(Transform that, string msg) => Reach(that) && this["Tell"]; | |
public status Throw(Transform that, Vector3 dir) => Sequence()[ | |
and ? Hold(that) : | |
and ? Face(dir) && this["Throw"] + After(0.5f)? | |
[Impel(that, dir)] : end | |
]; | |
public status Reach(Transform that, float dist = 1f) | |
=> Face(that) && Playing("Walk", θ.MoveTowards(that, dist, speed)); | |
// ============================================================== | |
public bool IsLookingAt(Actor that) => θ.Look(that.θ) < 5f; | |
public bool Has(Transform that) => θ.Has(that); | |
// ============================================================== | |
action Assimilate(Transform that){ Destroy(that.gameObject); return @void(); } | |
action Hold(Transform that){ | |
if (hold == null) throw new Ex("'hold' is null"); | |
var body = that.GetComponent<Rigidbody>(); | |
if (body) body.isKinematic = true; | |
that.SetParent(hold); | |
that.localPosition = holdOffset; | |
return @void(); | |
} | |
action Impel(Transform that, Vector3 dir, float force = 10f){ | |
that.SetParent(null); | |
var body = that.GetComponent<Rigidbody>(); | |
body.isKinematic = false; | |
var F = dir.normalized * force; | |
body.AddForce(F, ForceMode.Impulse); | |
return @void(); | |
} | |
status Offer(Transform that, Actor recipient) | |
=> Do(recipient.other = this).now | |
&& Do(recipient.gift = that).now | |
&& +(status)recipient.IsLookingAt(this); | |
status Present(Transform that) => Hold(that).now && this["Give"]; | |
action PushingSetup(){ | |
UseRootMotion(true); | |
foreach (Transform x in pushingBones){ | |
var c = x.gameObject.AddComponent<SphereCollider>(); c.radius = 0.05f; | |
var b = x.gameObject.AddComponent<Rigidbody>(); b.isKinematic = true; | |
} | |
return @void(); | |
} | |
action PushingTeardown(){ | |
UseRootMotion(false); | |
foreach (Transform x in pushingBones){ | |
Destroy(x.GetComponent<SphereCollider>()); | |
Destroy(x.GetComponent<Rigidbody>()); | |
} | |
return @void(); | |
} | |
action UseRootMotion(bool flag) | |
=> Do( GetComponent<Animator>().applyRootMotion = flag ); | |
}} |
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