Files
the-island/unity-client/Assets/Scripts/Visual/AgentAnimator.cs
empty 0187c5ecbe feat: Phase 19-C/D - sprite loading, transparency, and animation
- Add runtime sprite loading from Characters.png and Environment.png
- Implement ProcessTransparency for chroma-key white background removal
- Add AgentAnimator for procedural idle/movement animations
- Add Billboard component support for 2.5D perspective
- Normalize sprite scales based on world units
- Fix SetMovement parameter mismatch

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-02 00:23:13 +08:00

123 lines
4.2 KiB
C#

using UnityEngine;
using System.Collections;
namespace TheIsland
{
/// <summary>
/// Procedural 2D animator for agents.
/// Handles idle breathing, movement bopping, and action-based squash/stretch.
/// </summary>
public class AgentAnimator : MonoBehaviour
{
[Header("Animation Settings")]
public float idleSpeed = 2f;
public float idleAmount = 0.05f;
public float moveBopSpeed = 12f;
public float moveBopAmount = 0.12f;
public float moveTiltAmount = 8f;
private SpriteRenderer _spriteRenderer;
private Vector3 _originalScale;
private Vector3 _targetLocalPos;
private Quaternion _targetLocalRot;
private Vector3 _targetScale;
private float _velocityPercentage; // 0 to 1
private bool _isMoving;
private void Awake()
{
// Find in children if not on this object
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
}
private void Start()
{
if (_spriteRenderer != null)
{
_originalScale = _spriteRenderer.transform.localScale;
}
else
{
_originalScale = Vector3.one;
}
}
public void SetMovement(float currentVelocity, float maxVelocity)
{
_velocityPercentage = Mathf.Clamp01(currentVelocity / Mathf.Max(0.1f, maxVelocity));
_isMoving = _velocityPercentage > 0.05f;
}
public void TriggerActionEffect()
{
StopAllCoroutines();
StartCoroutine(ActionPulseRoutine());
}
private void Update()
{
if (_spriteRenderer == null) return;
if (_isMoving)
{
AnimateMove();
}
else
{
AnimateIdle();
}
// Smoothly apply transforms
_spriteRenderer.transform.localPosition = Vector3.Lerp(_spriteRenderer.transform.localPosition, _targetLocalPos, Time.deltaTime * 10f);
_spriteRenderer.transform.localRotation = Quaternion.Slerp(_spriteRenderer.transform.localRotation, _targetLocalRot, Time.deltaTime * 10f);
_spriteRenderer.transform.localScale = Vector3.Lerp(_spriteRenderer.transform.localScale, _targetScale, Time.deltaTime * 10f);
}
private void AnimateIdle()
{
// Idle "Breathing"
float breathe = Mathf.Sin(Time.time * idleSpeed) * idleAmount;
_targetScale = new Vector3(_originalScale.x, _originalScale.y * (1f + breathe), _originalScale.z);
_targetLocalPos = Vector3.zero;
_targetLocalRot = Quaternion.identity;
}
private void AnimateMove()
{
// Movement "Bopping" - Sin wave for vertical bounce
float cycle = Time.time * moveBopSpeed;
float bop = Mathf.Abs(Mathf.Sin(cycle)) * moveBopAmount * _velocityPercentage;
// Tilt based on the cycle to give a "walking" feel
float tilt = Mathf.Sin(cycle) * moveTiltAmount * _velocityPercentage;
_targetLocalPos = new Vector3(0, bop, 0);
_targetLocalRot = Quaternion.Euler(0, 0, tilt);
// Squash and stretch during the bop
float stretch = 1f + bop;
float squash = 1f / stretch;
_targetScale = new Vector3(_originalScale.x * stretch, _originalScale.y * squash, _originalScale.z);
}
private IEnumerator ActionPulseRoutine()
{
float elapsed = 0;
float duration = 0.25f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float t = elapsed / duration;
// Double pulse or overshoot
float scale = 1.0f + Mathf.Sin(t * Mathf.PI) * 0.4f;
// Override target scale briefly
_spriteRenderer.transform.localScale = new Vector3(_originalScale.x * scale, _originalScale.y * (2f - scale), _originalScale.z);
yield return null;
}
_targetScale = _originalScale;
}
}
}