using UnityEngine;
///
/// A selectable player pose: an idle held while the player stands still,
/// plus optional walk and run clips that the pose system plays itself (the Animator stays empty) while
/// moving on the ground, and a y-offset applied to the visual model only while stuck to the ceiling
/// (so the pose hangs at the right height). The first ScriptableObject in this project.
///
/// Named PlayerPose (not Pose) to avoid shadowing the built-in UnityEngine.Pose struct, mirroring
/// why the controller is PlayerCharacterController and not just "PlayerController".
///
[CreateAssetMenu(fileName = "NewPose", menuName = "Chameleon/Pose")]
public class PlayerPose : ScriptableObject
{
[Tooltip("Clip held while the player is idle in this pose (looped if the clip itself loops, " +
"otherwise frozen on its last frame). Authored for the paintman generic rig; clips for " +
"other hierarchies will not retarget.")]
[SerializeField] private AnimationClip clip;
[Tooltip("Playback speed multiplier for the idle clip. 1 = authored speed.")]
[Range(0.1f, 3f)]
[SerializeField] private float clipSpeed = 1f;
[Tooltip("Optional. Played instead of the idle clip while walking on the ground (moving, not " +
"sprinting). Leave empty to keep holding the idle pose while walking. Should loop.")]
[SerializeField] private AnimationClip walkClip;
[Tooltip("Playback speed multiplier for the walk clip. 1 = authored speed.")]
[Range(0.1f, 3f)]
[SerializeField] private float walkClipSpeed = 1f;
[Tooltip("Optional. Played instead of the idle clip while sprinting on the ground. Leave empty to " +
"keep holding the idle pose while sprinting. Should loop.")]
[SerializeField] private AnimationClip runClip;
[Tooltip("Playback speed multiplier for the run clip. 1 = authored speed.")]
[Range(0.1f, 3f)]
[SerializeField] private float runClipSpeed = 1f;
[Tooltip("Local-up offset added to the visual model ONLY while stuck to the ceiling, so the pose " +
"hangs at the right height. Ignored on the ground and on walls. Meters.")]
[SerializeField] private float ceilingYOffset;
[Tooltip("Local-up offset applied to the camera target (the ThirdPersonCamera's follow/look target) " +
"while this pose is active, in ANY state. Frames the pose by raising/lowering what the camera " +
"tracks, without moving the body. The ceiling offset is added on top of this while on the " +
"ceiling. Meters.")]
[SerializeField] private float cameraTargetYOffset;
/// Idle clip held while the player stands still in this pose (may be null).
public AnimationClip Clip => clip;
/// Playback speed multiplier for the idle clip (1 = authored speed).
public float ClipSpeed => clipSpeed;
/// Optional clip played while walking on the ground; null = hold the idle pose.
public AnimationClip WalkClip => walkClip;
/// Playback speed multiplier for the walk clip (1 = authored speed).
public float WalkClipSpeed => walkClipSpeed;
/// Optional clip played while sprinting on the ground; null = hold the idle pose.
public AnimationClip RunClip => runClip;
/// Playback speed multiplier for the run clip (1 = authored speed).
public float RunClipSpeed => runClipSpeed;
/// Local-up offset applied to the model only while on the ceiling.
public float CeilingYOffset => ceilingYOffset;
/// Local-up offset applied to the camera target while this pose is active (any state).
public float CameraTargetYOffset => cameraTargetYOffset;
}