Files
the-island/unity-client/Assets/Scripts/Visual/AgentAnimator.cs
empty f270a8b099 feat: Phase 19-D/E - social behavior and velocity-based animation
- Add soft-repulsion to prevent agent crowding
- Implement dynamic Z-sorting based on world position
- Add social orientation (agents face nearby agents)
- Use velocity-based animation instead of isMoving flag
- Track lastPosition for smooth velocity calculation

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-02 00:30:46 +08:00

162 lines
5.5 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.
/// Phase 19-E: Added banking turns and anticipation/overshoot.
/// </summary>
public class AgentAnimator : MonoBehaviour
{
[Header("Animation Settings")]
public float idleSpeed = 2f;
public float idleAmount = 0.04f;
public float moveBopSpeed = 12f;
public float moveBopAmount = 0.1f;
public float moveTiltAmount = 10f;
public float bankingAmount = 15f;
private SpriteRenderer _spriteRenderer;
private Vector3 _originalScale;
private Vector3 _targetLocalPos;
private Quaternion _targetLocalRot;
private Vector3 _targetScale;
private Vector3 _currentVelocity;
private float _velocityPercentage; // 0 to 1
private bool _isMoving;
private float _transitionTimer;
private void Awake()
{
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
}
private void Start()
{
if (_spriteRenderer != null)
{
_originalScale = _spriteRenderer.transform.localScale;
}
else
{
_originalScale = Vector3.one;
}
_targetScale = _originalScale;
}
public void SetMovement(Vector3 velocity, float maxVelocity = 3f)
{
_currentVelocity = velocity;
_velocityPercentage = Mathf.Clamp01(velocity.magnitude / Mathf.Max(0.1f, maxVelocity));
bool nowMoving = _velocityPercentage > 0.05f;
if (nowMoving && !_isMoving)
{
// Anticipation: Squash when starting to move
TriggerAnticipation();
}
else if (!nowMoving && _isMoving)
{
// Overshoot: Rebound when stopping
TriggerOvershoot();
}
_isMoving = nowMoving;
}
// Compatibility for older code
public void SetMovement(float currentVelocity, float maxVelocity)
{
SetMovement(new Vector3(currentVelocity, 0, 0), maxVelocity);
}
public void TriggerActionEffect()
{
StopAllCoroutines();
StartCoroutine(ActionPulseRoutine(0.4f, 1.3f));
}
private void TriggerAnticipation()
{
StartCoroutine(ActionPulseRoutine(0.15f, 0.8f)); // Squash
}
private void TriggerOvershoot()
{
StartCoroutine(ActionPulseRoutine(0.2f, 1.15f)); // Slight stretch
}
private void Update()
{
if (_spriteRenderer == null) return;
if (_isMoving)
{
AnimateMove();
}
else
{
AnimateIdle();
}
// Smoothly apply transforms
float lerpSpeed = 12f;
var t = _spriteRenderer.transform;
t.localPosition = Vector3.Lerp(t.localPosition, _targetLocalPos, Time.deltaTime * lerpSpeed);
t.localRotation = Quaternion.Slerp(t.localRotation, _targetLocalRot, Time.deltaTime * lerpSpeed);
t.localScale = Vector3.Lerp(t.localScale, _targetScale, Time.deltaTime * lerpSpeed);
}
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;
// Traditional Bop Tilt
float bopTilt = Mathf.Sin(cycle) * moveTiltAmount * _velocityPercentage;
// Phase 19-E: Banking Turn Tilt
// Lean into the direction of X velocity
float bankingTilt = -(_currentVelocity.x / 3f) * bankingAmount;
_targetLocalPos = new Vector3(0, bop, 0);
_targetLocalRot = Quaternion.Euler(0, 0, bopTilt + bankingTilt);
// Squash and stretch during the bop
float stretch = 1f + bop;
float squash = 1f / stretch;
_targetScale = new Vector3(_originalScale.x * squash, _originalScale.y * stretch, _originalScale.z);
}
private IEnumerator ActionPulseRoutine(float duration, float targetScaleY)
{
float elapsed = 0;
Vector3 peakScale = new Vector3(_originalScale.x * (2f - targetScaleY), _originalScale.y * targetScaleY, _originalScale.z);
while (elapsed < duration)
{
elapsed += Time.deltaTime;
float progress = elapsed / duration;
float sin = Mathf.Sin(progress * Mathf.PI);
// Temp override of targetScale for the pulse
_spriteRenderer.transform.localScale = Vector3.Lerp(_originalScale, peakScale, sin);
yield return null;
}
}
}
}