(Feat) Add Network Body

This commit is contained in:
2026-07-04 09:33:53 +02:00
parent 7bd2aa3120
commit 031ac42e5d
32 changed files with 1385 additions and 49 deletions
@@ -0,0 +1,185 @@
using UnityEngine;
namespace Ashwild.Player
{
/// <summary>
/// Drives a humanoid Animator from the local player's PlayerEvents bus so a visible rig
/// reflects what the player is doing. It is a pure consumer of the bus — it never simulates
/// anything itself — which lets the exact same component drive two independent rigs from one
/// shared source of truth: the owner's first-person arms (seen only by the owner, never
/// networked) and his third-person body (replicated to other players by a sibling FishNet
/// NetworkAnimator). Because both rigs read the same events at the same frame, the arms the
/// owner sees and the body everyone else sees stay in lockstep by construction.
/// This is owner-only local simulation: add every instance to
/// PlayerNetworkController.ownerOnlyBehaviours so remote puppets never run it — a remote body
/// is animated by its replicated NetworkAnimator instead. Every parameter name is optional;
/// leave a field blank to skip that parameter, so a minimal arms rig can ignore the full
/// locomotion blend that the third-person body uses.
/// </summary>
[DisallowMultipleComponent]
public class PlayerAnimatorDriver : MonoBehaviour
{
#region Serialized Fields
[Header("Target")]
[SerializeField] private Animator animator;
[Tooltip("Transform whose facing defines local move direction. Defaults to the Animator's transform when left empty.")]
[SerializeField] private Transform orientation;
[Header("Float parameters (leave blank to skip)")]
[SerializeField] private string speedParam = "Speed";
[SerializeField] private string moveXParam = "MoveX";
[SerializeField] private string moveYParam = "MoveY";
[Tooltip("Planar speed (m/s) that maps to 1 in the blend tree. 0 feeds raw speed unscaled.")]
[SerializeField] private float normalizeSpeed = 6f;
[Tooltip("Damping applied to float parameters for smooth blends.")]
[SerializeField] private float floatDampTime = 0.1f;
[Header("Bool parameters (leave blank to skip)")]
[SerializeField] private string groundedParam = "Grounded";
[SerializeField] private string crouchingParam = "Crouching";
[SerializeField] private string sprintingParam = "Sprinting";
[Header("Trigger parameters (leave blank to skip)")]
[SerializeField] private string jumpParam = "Jump";
[SerializeField] private string attackParam = "Attack";
[SerializeField] private string landParam = "Land";
#endregion
#region State
private Vector3 planarVelocity;
private int speedId, moveXId, moveYId;
private int groundedId, crouchingId, sprintingId;
private int jumpId, attackId, landId;
#endregion
#region Unity Lifecycle
/// <summary>
/// Caches parameter hashes (0 for blank names, which are then skipped) and defaults the
/// orientation reference so local move direction works without extra wiring.
/// </summary>
private void Awake()
{
speedId = Hash(speedParam);
moveXId = Hash(moveXParam);
moveYId = Hash(moveYParam);
groundedId = Hash(groundedParam);
crouchingId = Hash(crouchingParam);
sprintingId = Hash(sprintingParam);
jumpId = Hash(jumpParam);
attackId = Hash(attackParam);
landId = Hash(landParam);
if (orientation == null && animator != null)
orientation = animator.transform;
}
/// <summary>
/// Subscribes to the locomotion/tool events that map onto animation, and seeds the bool
/// parameters from the bus's current state so a freshly enabled rig starts in the right pose.
/// </summary>
private void OnEnable()
{
PlayerEvents.VelocityChanged += HandleVelocityChanged;
PlayerEvents.GroundedChanged += HandleGroundedChanged;
PlayerEvents.CrouchChanged += HandleCrouchChanged;
PlayerEvents.SprintChanged += HandleSprintChanged;
PlayerEvents.Jumped += HandleJumped;
PlayerEvents.AttackSwung += HandleAttackSwung;
PlayerEvents.LandingStunStarted += HandleLandingStunStarted;
SetBool(groundedId, PlayerEvents.IsGrounded);
SetBool(crouchingId, PlayerEvents.IsCrouching);
SetBool(sprintingId, PlayerEvents.IsSprinting);
}
/// <summary>
/// Unsubscribes — mirrors OnEnable exactly.
/// </summary>
private void OnDisable()
{
PlayerEvents.VelocityChanged -= HandleVelocityChanged;
PlayerEvents.GroundedChanged -= HandleGroundedChanged;
PlayerEvents.CrouchChanged -= HandleCrouchChanged;
PlayerEvents.SprintChanged -= HandleSprintChanged;
PlayerEvents.Jumped -= HandleJumped;
PlayerEvents.AttackSwung -= HandleAttackSwung;
PlayerEvents.LandingStunStarted -= HandleLandingStunStarted;
}
/// <summary>
/// Pushes the smoothed movement floats every frame so blend trees ease between poses
/// instead of snapping when velocity changes.
/// </summary>
private void Update()
{
if (animator == null) return;
float scale = normalizeSpeed > 0f ? 1f / normalizeSpeed : 1f;
SetFloat(speedId, planarVelocity.magnitude * scale);
if (moveXId != 0 || moveYId != 0)
{
Vector3 local = orientation != null
? orientation.InverseTransformDirection(planarVelocity)
: planarVelocity;
SetFloat(moveXId, local.x * scale);
SetFloat(moveYId, local.z * scale);
}
}
#endregion
#region Event Handlers
/// <summary>
/// Caches the planar (horizontal) velocity that Update turns into blend-tree floats.
/// </summary>
private void HandleVelocityChanged(Vector3 velocity)
{
planarVelocity = new Vector3(velocity.x, 0f, velocity.z);
}
private void HandleGroundedChanged(bool grounded, float impactSpeed) => SetBool(groundedId, grounded);
private void HandleCrouchChanged(bool crouching) => SetBool(crouchingId, crouching);
private void HandleSprintChanged(bool sprinting) => SetBool(sprintingId, sprinting);
private void HandleJumped() => SetTrigger(jumpId);
private void HandleAttackSwung() => SetTrigger(attackId);
/// <summary>
/// A landing stun begins on a hard touchdown — the cue for a landing animation.
/// </summary>
private void HandleLandingStunStarted(float duration) => SetTrigger(landId);
#endregion
#region Internal Helpers
/// <summary>
/// Hashes a parameter name, returning 0 for a blank name so the setters can skip it.
/// </summary>
private int Hash(string paramName) => string.IsNullOrEmpty(paramName) ? 0 : Animator.StringToHash(paramName);
private void SetFloat(int id, float value)
{
if (id != 0) animator.SetFloat(id, value, floatDampTime, Time.deltaTime);
}
private void SetBool(int id, bool value)
{
if (id != 0 && animator != null) animator.SetBool(id, value);
}
private void SetTrigger(int id)
{
if (id != 0 && animator != null) animator.SetTrigger(id);
}
#endregion
}
}