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authorchai <chaifix@163.com>2020-11-02 09:00:15 +0800
committerchai <chaifix@163.com>2020-11-02 09:00:15 +0800
commit64061aee5d7849f348f07b78fc3f96ad7555c147 (patch)
tree77ea9e4dc7a34e7d324c7cc9f2f8d6e978605d8f
parente6fc3425078c4997bc035ce3636e9a756e697c4b (diff)
*jump
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-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Body.mat.meta (renamed from Assets/Scripts/Avatar/Actions/ActionEffects.meta)6
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Cloth.mat101
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Cloth.mat.meta8
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Hair.mat101
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Hair.mat.meta8
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Hair2.mat101
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Hair2.mat.meta8
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Shoes.mat101
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Shoes.mat.meta8
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Tops.mat101
-rw-r--r--Assets/Art/Materials/Character/Effects/Dissolve_Tops.mat.meta8
-rw-r--r--Assets/Art/PostProcessing_setup.asset2
-rw-r--r--Assets/Art/Shaders/Effects.meta (renamed from Assets/Art/Vfx/GrabSquaresEffect/Scripts.meta)2
-rw-r--r--Assets/Art/Shaders/Effects/RimLight 1.shader190
-rw-r--r--Assets/Art/Shaders/Effects/RimLight 1.shader.meta9
-rw-r--r--Assets/Art/Shaders/Effects/RimLight.shader58
-rw-r--r--Assets/Art/Shaders/Effects/RimLight.shader.meta9
-rw-r--r--Assets/Prefabs/Characters/Saionji_Clone.prefab121
-rw-r--r--Assets/Scenes/Demo/SaionjiShowOff.unity488
-rw-r--r--Assets/Scripts/Avatar.meta2
-rw-r--r--Assets/Scripts/Avatar/Abilities/AttackAbility.cs15
-rw-r--r--Assets/Scripts/Avatar/Abilities/JumpAbility.cs44
-rw-r--r--Assets/Scripts/Avatar/Actions/ActionSetVelocityX.cs23
-rw-r--r--Assets/Scripts/Avatar/Actions/ActionSetVelocityX.cs.meta11
-rw-r--r--Assets/Scripts/Avatar/Conditions.meta2
-rw-r--r--Assets/Scripts/Avatar/Conditions/ConditionCheckJumpState.cs38
-rw-r--r--Assets/Scripts/Avatar/Conditions/ConditionCheckJumpState.cs.meta11
-rw-r--r--Assets/Scripts/Avatar/Conditions/ConditionJumpDone.cs8
-rw-r--r--Assets/Scripts/Avatar/HitDef.cs9
-rw-r--r--Assets/Scripts/Avatar/HitDefination.cs18
-rw-r--r--Assets/Scripts/Avatar/HitDefination.cs.meta (renamed from Assets/Scripts/Avatar/HitDef.cs.meta)0
-rw-r--r--Assets/Scripts/Avatar/HitInfo.cs25
-rw-r--r--Assets/Scripts/Avatar/HitInfo.cs.meta11
-rw-r--r--Assets/Scripts/Effects/HairAssignMaterials.cs26
-rw-r--r--Assets/Scripts/Effects/HairAssignMaterials.cs.meta11
-rw-r--r--Assets/Scripts/Managers.meta (renamed from Assets/Art/Vfx/GrabSquaresEffect/Shaders.meta)2
-rw-r--r--Assets/Scripts/Physics/PhysicsPrimGroup.cs2
-rw-r--r--Assets/Scripts/Props.meta8
-rw-r--r--Assets/Scripts/Test/SaionjiCloneScript.cs20
-rw-r--r--Assets/Scripts/Test/SaionjiCloneScript.cs.meta11
-rw-r--r--Assets/Scripts/Test/SaionjiScript_Ability.cs38
-rw-r--r--Assets/Scripts/Test/SaionjiScript_Anim.cs1
44 files changed, 1704 insertions, 165 deletions
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new file mode 100644
index 00000000..52c05a02
--- /dev/null
+++ b/Assets/Art/Materials/Character/Effects/Dissolve_Shoes.mat
@@ -0,0 +1,101 @@
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new file mode 100644
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new file mode 100644
index 00000000..4d3f5549
--- /dev/null
+++ b/Assets/Art/Materials/Character/Effects/Dissolve_Tops.mat
@@ -0,0 +1,101 @@
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diff --git a/Assets/Art/Materials/Character/Effects/Dissolve_Tops.mat.meta b/Assets/Art/Materials/Character/Effects/Dissolve_Tops.mat.meta
new file mode 100644
index 00000000..c687eb6b
--- /dev/null
+++ b/Assets/Art/Materials/Character/Effects/Dissolve_Tops.mat.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Art/PostProcessing_setup.asset b/Assets/Art/PostProcessing_setup.asset
index c557985a..17df752a 100644
--- a/Assets/Art/PostProcessing_setup.asset
+++ b/Assets/Art/PostProcessing_setup.asset
@@ -35,7 +35,7 @@ MonoBehaviour:
value: 1
intensity:
overrideState: 1
- value: 20.2
+ value: 11.1
threshold:
overrideState: 1
value: 1
diff --git a/Assets/Art/Vfx/GrabSquaresEffect/Scripts.meta b/Assets/Art/Shaders/Effects.meta
index 41200932..c3fd23b5 100644
--- a/Assets/Art/Vfx/GrabSquaresEffect/Scripts.meta
+++ b/Assets/Art/Shaders/Effects.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
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diff --git a/Assets/Art/Shaders/Effects/RimLight 1.shader b/Assets/Art/Shaders/Effects/RimLight 1.shader
new file mode 100644
index 00000000..28a86107
--- /dev/null
+++ b/Assets/Art/Shaders/Effects/RimLight 1.shader
@@ -0,0 +1,190 @@
+// Made with Amplify Shader Editor
+// Available at the Unity Asset Store - http://u3d.as/y3X
+Shader "ASESampleShaders/RimLight"
+{
+ Properties
+ {
+ _RimColor("RimColor", Color) = (0,0,0,0)
+ _RimPower("RimPower", Range( 0 , 10)) = 0
+ _Metallic("Metallic", 2D) = "white" {}
+ _Occlusion("Occlusion", 2D) = "white" {}
+ _Normals("Normals", 2D) = "bump" {}
+ _Albedo("Albedo", 2D) = "white" {}
+ [HideInInspector] _texcoord( "", 2D ) = "white" {}
+ [HideInInspector] __dirty( "", Int ) = 1
+ _AlphaCutout("Alpha Cutout", FLoat) = 0.5
+ }
+
+ SubShader
+ {
+ Tags{ "RenderType" = "Transparent" "Queue" = "Transparent" "IsEmissive" = "true" }
+ Cull Back
+ ZTest LEqual
+ BlendOp Add
+ Blend SrcAlpha OneMinusSrcAlpha
+ CGINCLUDE
+ #include "UnityPBSLighting.cginc"
+ #include "Lighting.cginc"
+ #pragma target 3.0
+ #ifdef UNITY_PASS_SHADOWCASTER
+ #undef INTERNAL_DATA
+ #undef WorldReflectionVector
+ #undef WorldNormalVector
+ #define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
+ #define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
+ #define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
+ #endif
+ struct Input
+ {
+ fixed2 uv_texcoord;
+ float3 viewDir;
+ INTERNAL_DATA
+ };
+
+ uniform sampler2D _Normals;
+ uniform float4 _Normals_ST;
+ uniform sampler2D _Albedo;
+ uniform float4 _Albedo_ST;
+ uniform fixed _RimPower;
+ uniform fixed4 _RimColor;
+ uniform sampler2D _Metallic;
+ uniform float4 _Metallic_ST;
+ uniform sampler2D _Occlusion;
+ uniform float4 _Occlusion_ST;
+
+ float _AlphaCutout;
+
+ void surf( Input i , inout SurfaceOutputStandard o )
+ {
+ float2 uv_Normals = i.uv_texcoord * _Normals_ST.xy + _Normals_ST.zw;
+ fixed3 tex2DNode3 = UnpackNormal( tex2D( _Normals, uv_Normals ) );
+ o.Normal = tex2DNode3;
+ float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
+ fixed4 col = tex2D( _Albedo, uv_Albedo );
+ if(col.a < _AlphaCutout)
+ discard;
+ o.Albedo = fixed3(1,1,1);
+ float3 normalizeResult23 = normalize( i.viewDir );
+ float dotResult21 = dot( tex2DNode3 , normalizeResult23 );
+ o.Emission = ( pow( ( 1.0 - saturate( dotResult21 ) ) , _RimPower ) * _RimColor ).rgb * 5;
+ float2 uv_Metallic = i.uv_texcoord * _Metallic_ST.xy + _Metallic_ST.zw;
+ o.Metallic = tex2D( _Metallic, uv_Metallic ).r;
+ float2 uv_Occlusion = i.uv_texcoord * _Occlusion_ST.xy + _Occlusion_ST.zw;
+ o.Occlusion = tex2D( _Occlusion, uv_Occlusion ).r;
+ o.Alpha = 0.5;
+ }
+
+ ENDCG
+ CGPROGRAM
+ #pragma surface surf Standard keepalpha fullforwardshadows
+
+ ENDCG
+
+ //Pass
+ //{
+ // Name "ShadowCaster"
+ // Tags{ "LightMode" = "ShadowCaster" }
+ // ZWrite On
+ // CGPROGRAM
+ // #pragma vertex vert
+ // #pragma fragment frag
+ // #pragma target 3.0
+ // #pragma multi_compile_shadowcaster
+ // #pragma multi_compile UNITY_PASS_SHADOWCASTER
+ // #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
+ // #include "HLSLSupport.cginc"
+ // #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
+ // #define CAN_SKIP_VPOS
+ // #endif
+ // #include "UnityCG.cginc"
+ // #include "Lighting.cginc"
+ // #include "UnityPBSLighting.cginc"
+ // struct v2f
+ // {
+ // V2F_SHADOW_CASTER;
+ // float4 tSpace0 : TEXCOORD1;
+ // float4 tSpace1 : TEXCOORD2;
+ // float4 tSpace2 : TEXCOORD3;
+ // float4 texcoords01 : TEXCOORD4;
+ // UNITY_VERTEX_INPUT_INSTANCE_ID
+ // };
+ // v2f vert( appdata_full v )
+ // {
+ // v2f o;
+ // UNITY_SETUP_INSTANCE_ID( v );
+ // UNITY_INITIALIZE_OUTPUT( v2f, o );
+ // UNITY_TRANSFER_INSTANCE_ID( v, o );
+ // float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
+ // fixed3 worldNormal = UnityObjectToWorldNormal( v.normal );
+ // fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
+ // fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
+ // fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
+ // o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
+ // o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
+ // o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
+ // o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
+ // TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
+ // return o;
+ // }
+ // fixed4 frag( v2f IN
+ // #if !defined( CAN_SKIP_VPOS )
+ // , UNITY_VPOS_TYPE vpos : VPOS
+ // #endif
+ // ) : SV_Target
+ // {
+ // UNITY_SETUP_INSTANCE_ID( IN );
+ // Input surfIN;
+ // UNITY_INITIALIZE_OUTPUT( Input, surfIN );
+ // surfIN.uv_texcoord.xy = IN.texcoords01.xy;
+ // float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
+ // fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
+ // surfIN.viewDir = IN.tSpace0.xyz * worldViewDir.x + IN.tSpace1.xyz * worldViewDir.y + IN.tSpace2.xyz * worldViewDir.z;
+ // surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
+ // surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
+ // surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
+ // SurfaceOutputStandard o;
+ // UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
+ // surf( surfIN, o );
+ // #if defined( CAN_SKIP_VPOS )
+ // float2 vpos = IN.pos;
+ // #endif
+ // SHADOW_CASTER_FRAGMENT( IN )
+ // }
+ // ENDCG
+ //}
+ }
+ Fallback "Diffuse"
+}
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+ASEEND*/
+//CHKSM=2A3B3D22176020238140A4ABA160CFED64996DF3
diff --git a/Assets/Art/Shaders/Effects/RimLight 1.shader.meta b/Assets/Art/Shaders/Effects/RimLight 1.shader.meta
new file mode 100644
index 00000000..42ccdd1b
--- /dev/null
+++ b/Assets/Art/Shaders/Effects/RimLight 1.shader.meta
@@ -0,0 +1,9 @@
+fileFormatVersion: 2
+guid: bcf940f2b1c46ba4ea736cc0d9807771
+ShaderImporter:
+ externalObjects: {}
+ defaultTextures: []
+ nonModifiableTextures: []
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Art/Shaders/Effects/RimLight.shader b/Assets/Art/Shaders/Effects/RimLight.shader
new file mode 100644
index 00000000..4083623e
--- /dev/null
+++ b/Assets/Art/Shaders/Effects/RimLight.shader
@@ -0,0 +1,58 @@
+Shader "Unlit/RimLight"
+{
+ Properties
+ {
+ _MainTex ("Texture", 2D) = "white" {}
+ }
+ SubShader
+ {
+ Tags { "RenderType"="Opaque" }
+ LOD 100
+
+ Pass
+ {
+ CGPROGRAM
+ #pragma vertex vert
+ #pragma fragment frag
+ // make fog work
+ #pragma multi_compile_fog
+
+ #include "UnityCG.cginc"
+
+ struct appdata
+ {
+ float4 vertex : POSITION;
+ float2 uv : TEXCOORD0;
+ };
+
+ struct v2f
+ {
+ float2 uv : TEXCOORD0;
+ UNITY_FOG_COORDS(1)
+ float4 vertex : SV_POSITION;
+ };
+
+ sampler2D _MainTex;
+ float4 _MainTex_ST;
+
+ v2f vert (appdata v)
+ {
+ v2f o;
+ o.vertex = UnityObjectToClipPos(v.vertex);
+ o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+ UNITY_TRANSFER_FOG(o,o.vertex);
+ return o;
+ }
+
+ fixed4 frag (v2f i) : SV_Target
+ {
+ // sample the texture
+ fixed4 col = tex2D(_MainTex, i.uv);
+ // apply fog
+ UNITY_APPLY_FOG(i.fogCoord, col);
+ return col;
+ }
+ ENDCG
+ }
+ }
+}
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index 548d988d..b26c1f6b 100644
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diff --git a/Assets/Scripts/Avatar.meta b/Assets/Scripts/Avatar.meta
index 11b04f5f..0819432c 100644
--- a/Assets/Scripts/Avatar.meta
+++ b/Assets/Scripts/Avatar.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 10a2e913d181351499510c4c95e3eaae
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diff --git a/Assets/Scripts/Avatar/Abilities/AttackAbility.cs b/Assets/Scripts/Avatar/Abilities/AttackAbility.cs
index 9ca52a4c..117dca7e 100644
--- a/Assets/Scripts/Avatar/Abilities/AttackAbility.cs
+++ b/Assets/Scripts/Avatar/Abilities/AttackAbility.cs
@@ -15,18 +15,15 @@ public class AttackAbility : AbilityBase
{
AttackAbilityConfig m_Config = new AttackAbilityConfig();
- /// <summary>
- /// 在跑动状态时可以切换的ability
- /// </summary>
private List<Trigger> m_Triggers = new List<Trigger>();
private List<Trigger> m_LateTriggers = new List<Trigger>();
- /// <summary>
- /// 这个招式所有hit的效果
- /// </summary>
- public HitDefination[] HitDef;
-
+ /// <summary>
+ /// 这个招式产生的hit
+ /// </summary>
+ private List<HitInfo> m_HitInfo = new List<HitInfo>();
+
/// <summary>
/// 从动画结束开始计时
/// </summary>
@@ -46,7 +43,7 @@ public class AttackAbility : AbilityBase
{
get
{
- return HitDef != null ? HitDef.Length : 0;
+ return m_HitInfo != null ? m_HitInfo.Count : 0;
}
}
diff --git a/Assets/Scripts/Avatar/Abilities/JumpAbility.cs b/Assets/Scripts/Avatar/Abilities/JumpAbility.cs
index e0f73efa..5e953403 100644
--- a/Assets/Scripts/Avatar/Abilities/JumpAbility.cs
+++ b/Assets/Scripts/Avatar/Abilities/JumpAbility.cs
@@ -20,19 +20,23 @@ public struct JumpAbilityConfig
public int animFD;
public int animBD;
public int animJumpEnd;
+
+ public bool skipStart; //没有准备动作
}
public class JumpAbility : AbilityBase
{
public enum Direction
{
+ None,
Neutral,
Forward,
Backward
}
- private enum State
+ public enum State
{
+ None,
Ready,
Up,
Down,
@@ -66,7 +70,25 @@ public class JumpAbility : AbilityBase
int m_CurDownMotion;
Vector3 m_CurInitVelocity;
- private List<Trigger> m_Triggers = new List<Trigger>();
+ public State CurState
+ {
+ get
+ {
+ return m_CurState;
+ }
+ }
+
+ public Direction CurDirection
+ {
+ get
+ {
+ return m_Dir;
+ }
+ }
+
+ private List<Trigger> m_Triggers = new List<Trigger>();
+
+ bool m_SkipStart;
public JumpAbility(JumpAbilityConfig config)
{
@@ -84,7 +106,8 @@ public class JumpAbility : AbilityBase
m_AnimJumpBackUpwards = config.animBU;
m_AnimJumpBackDownwards = config.animBD;
m_AnimJumpEnd = config.animJumpEnd; // on ground again
- }
+ m_SkipStart = config.skipStart;
+ }
public void SetDir(Direction dir)
{
@@ -121,9 +144,9 @@ public class JumpAbility : AbilityBase
bool isDown = m_Body.Velocity.y < 0;
bool isFreeFall = Mathf.Approximately(m_Body.Velocity.y, 0);
- if (isOnGround)
+ if (isOnGround && !m_SkipStart)
m_CurState = State.Ready;
- else if (isUp)
+ else if (isUp || isOnGround && m_SkipStart)
m_CurState = State.Up;
else if (isDown || isFreeFall)
m_CurState = State.Down;
@@ -149,17 +172,17 @@ public class JumpAbility : AbilityBase
}
if(motionInfo.shortNameHash == m_AnimJumpStart && motionInfo.normalizedTime >= 1f)
{
- m_Body.LocalVelocity = m_CurInitVelocity;
m_CurState = State.Up;
}
break;
case State.Up:
if(m_CurAnim != m_CurUpMotion)
{
+ m_Body.LocalVelocity = m_CurInitVelocity;
m_Animator.CrossFade(m_CurUpMotion, 0.2f);
m_CurAnim = m_CurUpMotion;
}
- if(m_Body.Velocity.y <= 0)
+ if(m_Body.Velocity.y < 0)
{
m_CurState = State.Down;
}
@@ -167,7 +190,7 @@ public class JumpAbility : AbilityBase
case State.Down:
if(m_CurAnim != m_CurDownMotion)
{
- m_Animator.CrossFade(m_CurDownMotion, 0.2f);
+ m_Animator.CrossFade(m_CurDownMotion, 0.5f);
m_CurAnim = m_CurDownMotion;
}
if(m_Collider.IsOnGround)
@@ -210,12 +233,12 @@ public class JumpAbility : AbilityBase
/// 结束
/// </summary>
/// <returns></returns>
- public bool IsJumpDone()
+ public bool IsJumpDone(float t = 1f)
{
if (m_CurState == State.End)
{
AnimatorStateInfo state = m_Animator.GetCurrentAnimatorStateInfo(0);
- return state.shortNameHash == m_AnimJumpEnd && state.normalizedTime >= 1f;
+ return state.shortNameHash == m_AnimJumpEnd && state.normalizedTime >= t;
}
return false;
@@ -237,5 +260,4 @@ public class JumpAbility : AbilityBase
m_Triggers.Add(trigger);
}
-
} \ No newline at end of file
diff --git a/Assets/Scripts/Avatar/Actions/ActionSetVelocityX.cs b/Assets/Scripts/Avatar/Actions/ActionSetVelocityX.cs
new file mode 100644
index 00000000..effc3ca7
--- /dev/null
+++ b/Assets/Scripts/Avatar/Actions/ActionSetVelocityX.cs
@@ -0,0 +1,23 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ActionSetVelocityX : ActionBase
+{
+ PhysicsBody m_Body;
+
+ float m_VelX;
+
+ public ActionSetVelocityX(PhysicsBody body, float x)
+ {
+ m_Body = body;
+ m_VelX = x;
+ }
+
+ public override void Execute()
+ {
+ Vector3 v = m_Body.Velocity;
+ v.x = m_VelX;
+ m_Body.Velocity = v;
+ }
+}
diff --git a/Assets/Scripts/Avatar/Actions/ActionSetVelocityX.cs.meta b/Assets/Scripts/Avatar/Actions/ActionSetVelocityX.cs.meta
new file mode 100644
index 00000000..5b39b3ec
--- /dev/null
+++ b/Assets/Scripts/Avatar/Actions/ActionSetVelocityX.cs.meta
@@ -0,0 +1,11 @@
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+guid: 6130f371839788049b56f4d71468bc51
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
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+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Assets/Scripts/Avatar/Conditions.meta b/Assets/Scripts/Avatar/Conditions.meta
index 0bfa1b8d..9ee89e8b 100644
--- a/Assets/Scripts/Avatar/Conditions.meta
+++ b/Assets/Scripts/Avatar/Conditions.meta
@@ -1,5 +1,5 @@
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diff --git a/Assets/Scripts/Avatar/Conditions/ConditionCheckJumpState.cs b/Assets/Scripts/Avatar/Conditions/ConditionCheckJumpState.cs
new file mode 100644
index 00000000..9afd68c4
--- /dev/null
+++ b/Assets/Scripts/Avatar/Conditions/ConditionCheckJumpState.cs
@@ -0,0 +1,38 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ConditionCheckJumpState : ConditionBase
+{
+ JumpAbility m_Ability;
+ JumpAbility.State m_State;
+ JumpAbility.Direction m_Direction;
+
+ public ConditionCheckJumpState(JumpAbility ability, JumpAbility.State state = JumpAbility.State.None, JumpAbility.Direction direction = JumpAbility.Direction.None)
+ {
+ m_Ability = ability;
+ m_State = state;
+ m_Direction = direction;
+ }
+
+ public override bool Evaluate()
+ {
+ if (m_Ability == null)
+ return false;
+ if (m_State != JumpAbility.State.None && m_Direction != JumpAbility.Direction.None)
+ {
+ return m_Ability.CurState == m_State
+ && m_Ability.CurDirection == m_Direction;
+ }
+ else if (m_State != JumpAbility.State.None && m_Direction == JumpAbility.Direction.None)
+ {
+ return m_Ability.CurState == m_State;
+ }
+ else if (m_State == JumpAbility.State.None && m_Direction != JumpAbility.Direction.None)
+ {
+ return m_Ability.CurDirection == m_Direction;
+ }
+ else
+ return false;
+ }
+}
diff --git a/Assets/Scripts/Avatar/Conditions/ConditionCheckJumpState.cs.meta b/Assets/Scripts/Avatar/Conditions/ConditionCheckJumpState.cs.meta
new file mode 100644
index 00000000..aefa0807
--- /dev/null
+++ b/Assets/Scripts/Avatar/Conditions/ConditionCheckJumpState.cs.meta
@@ -0,0 +1,11 @@
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+guid: d7c948fe9eefbd14d9137b19e92e1fc4
+MonoImporter:
+ externalObjects: {}
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+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Assets/Scripts/Avatar/Conditions/ConditionJumpDone.cs b/Assets/Scripts/Avatar/Conditions/ConditionJumpDone.cs
index 8d900348..1f213a50 100644
--- a/Assets/Scripts/Avatar/Conditions/ConditionJumpDone.cs
+++ b/Assets/Scripts/Avatar/Conditions/ConditionJumpDone.cs
@@ -5,14 +5,16 @@ using UnityEngine;
public class ConditionJumpDone : ConditionBase
{
JumpAbility m_Jump;
+ float m_T;
- public ConditionJumpDone(JumpAbility jump)
+ public ConditionJumpDone(JumpAbility jump, float t = 1f)
{
m_Jump = jump;
- }
+ m_T = t;
+ }
public override bool Evaluate()
{
- return m_Jump.IsJumpDone();
+ return m_Jump.IsJumpDone(m_T);
}
}
diff --git a/Assets/Scripts/Avatar/HitDef.cs b/Assets/Scripts/Avatar/HitDef.cs
deleted file mode 100644
index a0361753..00000000
--- a/Assets/Scripts/Avatar/HitDef.cs
+++ /dev/null
@@ -1,9 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-// 一个hit的效果,如果一个attack有多个hit,需要定义多个HitDef
-public struct HitDefination
-{
-
-}
diff --git a/Assets/Scripts/Avatar/HitDefination.cs b/Assets/Scripts/Avatar/HitDefination.cs
new file mode 100644
index 00000000..1f622b32
--- /dev/null
+++ b/Assets/Scripts/Avatar/HitDefination.cs
@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+// 一个hit的效果,如果一个attack有多个hit,需要定义多个HitDef
+public class HitDefination
+{
+ public float start = 0f;
+ public float end = 1f; // 触发的开始和结束时间范围,用来处理一个attack多个hit的情况
+
+ public int effectID = 0; // 特效
+ public Transform effectHost = null; // 特效挂点
+ public Vector3 effectPosition; // 特效位置(effectHost为空时生效)
+ public Quaternion effectRotation; // 特效旋转
+ public Vector3 effectScale = Vector3.one; // 特效缩放
+
+
+} \ No newline at end of file
diff --git a/Assets/Scripts/Avatar/HitDef.cs.meta b/Assets/Scripts/Avatar/HitDefination.cs.meta
index d542f9ff..d542f9ff 100644
--- a/Assets/Scripts/Avatar/HitDef.cs.meta
+++ b/Assets/Scripts/Avatar/HitDefination.cs.meta
diff --git a/Assets/Scripts/Avatar/HitInfo.cs b/Assets/Scripts/Avatar/HitInfo.cs
new file mode 100644
index 00000000..bdb116eb
--- /dev/null
+++ b/Assets/Scripts/Avatar/HitInfo.cs
@@ -0,0 +1,25 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class HitInfo
+{
+ public HitDefination defination;
+
+ /// <summary>
+ /// 记录这个hit命中的avatar
+ /// </summary>
+ private List<Avatar> m_HitAvatars;
+
+ public void AddRecord(Avatar avatar)
+ {
+ if (m_HitAvatars.Contains(avatar))
+ m_HitAvatars.Add(avatar);
+ }
+
+ // 招式结束后,清除记录的avatar
+ public void WipeRecords()
+ {
+ m_HitAvatars.Clear();
+ }
+}
diff --git a/Assets/Scripts/Avatar/HitInfo.cs.meta b/Assets/Scripts/Avatar/HitInfo.cs.meta
new file mode 100644
index 00000000..ab541e49
--- /dev/null
+++ b/Assets/Scripts/Avatar/HitInfo.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/Effects/HairAssignMaterials.cs b/Assets/Scripts/Effects/HairAssignMaterials.cs
new file mode 100644
index 00000000..d2b42d05
--- /dev/null
+++ b/Assets/Scripts/Effects/HairAssignMaterials.cs
@@ -0,0 +1,26 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+[ExecuteInEditMode]
+public class HairAssignMaterials : MonoBehaviour
+{
+ public Material material;
+
+ public SkinnedMeshRenderer renderer;
+
+ public int count;
+
+ public void OnEnable()
+ {
+ if (renderer == null)
+ return;
+ Material[] materials = new Material[count];
+ for(int i = 0; i < count;++i)
+ {
+ materials[i] = material;
+ }
+ renderer.sharedMaterials = materials;
+ }
+
+}
diff --git a/Assets/Scripts/Effects/HairAssignMaterials.cs.meta b/Assets/Scripts/Effects/HairAssignMaterials.cs.meta
new file mode 100644
index 00000000..a4a2c636
--- /dev/null
+++ b/Assets/Scripts/Effects/HairAssignMaterials.cs.meta
@@ -0,0 +1,11 @@
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+ defaultReferences: []
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+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/Art/Vfx/GrabSquaresEffect/Shaders.meta b/Assets/Scripts/Managers.meta
index fa9e76cd..08725b58 100644
--- a/Assets/Art/Vfx/GrabSquaresEffect/Shaders.meta
+++ b/Assets/Scripts/Managers.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: e38cb65072bb4a64cbe162792de9bec2
+guid: 8fa7e6d20cdfaee42b39f1c7f5b5afd6
folderAsset: yes
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externalObjects: {}
diff --git a/Assets/Scripts/Physics/PhysicsPrimGroup.cs b/Assets/Scripts/Physics/PhysicsPrimGroup.cs
index 4d296ac1..0a79eeff 100644
--- a/Assets/Scripts/Physics/PhysicsPrimGroup.cs
+++ b/Assets/Scripts/Physics/PhysicsPrimGroup.cs
@@ -16,6 +16,4 @@ public class PhysicsPrimGroup : MonoBehaviour
}
}
-
-
}
diff --git a/Assets/Scripts/Props.meta b/Assets/Scripts/Props.meta
deleted file mode 100644
index bb96602e..00000000
--- a/Assets/Scripts/Props.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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diff --git a/Assets/Scripts/Test/SaionjiCloneScript.cs b/Assets/Scripts/Test/SaionjiCloneScript.cs
new file mode 100644
index 00000000..d6ddba86
--- /dev/null
+++ b/Assets/Scripts/Test/SaionjiCloneScript.cs
@@ -0,0 +1,20 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class SaionjiCloneScript : MonoBehaviour
+{
+ public Animator m_Animator;
+
+ public void OnEnable()
+ {
+ int Anim_Idle;
+ Anim_Idle = Animator.StringToHash("Idle_Fight2");
+ m_Animator.CrossFade(Anim_Idle, 0);
+ }
+
+ public void Update()
+ {
+ }
+
+}
diff --git a/Assets/Scripts/Test/SaionjiCloneScript.cs.meta b/Assets/Scripts/Test/SaionjiCloneScript.cs.meta
new file mode 100644
index 00000000..64a58ee0
--- /dev/null
+++ b/Assets/Scripts/Test/SaionjiCloneScript.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 92d46c9d136abdc46bb8fc83c650891f
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diff --git a/Assets/Scripts/Test/SaionjiScript_Ability.cs b/Assets/Scripts/Test/SaionjiScript_Ability.cs
index 32859b8d..8934b5da 100644
--- a/Assets/Scripts/Test/SaionjiScript_Ability.cs
+++ b/Assets/Scripts/Test/SaionjiScript_Ability.cs
@@ -49,17 +49,24 @@ public partial class SaionjiScript : Avatar
MoveAbility move = new MoveAbility(animator, Anim_Run);
MoveAbility dash = new MoveAbility(animator, Anim_DashWithSword);
- JumpAbilityConfig jumpConfig = new JumpAbilityConfig();
- jumpConfig.animator = animator;
- jumpConfig.collider = m_BodyCollider;
- jumpConfig.body = m_Body;
- jumpConfig.neutralJumpSpeedY = 10f;
- jumpConfig.fowardJumpSpeedX = 5f;
- jumpConfig.backwardJumpSpeedX = -5f;
- jumpConfig.animJump = Anim_JumpStart;
- jumpConfig.animJumpEnd = Anim_JumpEnd;
- jumpConfig.animNU = Anim_JumpUp;
- jumpConfig.animND = Anim_JumpDown;
+ JumpAbilityConfig jumpConfig = new JumpAbilityConfig
+ {
+ animator = animator,
+ collider = m_BodyCollider,
+ body = m_Body,
+ neutralJumpSpeedY = 13f,
+ fowardJumpSpeedX = 5f,
+ backwardJumpSpeedX = -5f,
+ animJump = Anim_JumpStart,
+ animJumpEnd = Anim_JumpEnd,
+ animNU = Anim_JumpUp,
+ animND = Anim_JumpDown,
+ animFU = Anim_JumpUp,
+ animFD = Anim_JumpDown,
+ animBU = Anim_JumpUp,
+ animBD = Anim_JumpDown,
+ skipStart = true,
+ };
JumpAbility jump = new JumpAbility(jumpConfig);
AttackAbilityConfig config;
@@ -205,8 +212,17 @@ public partial class SaionjiScript : Avatar
move.AddTrigger(trigger);
// jump ability
+ ConditionCheckJumpState condCheckJump = new ConditionCheckJumpState(jump, JumpAbility.State.None, JumpAbility.Direction.Neutral);
+ trigger = new Trigger(And(condRightButtonHold, condCheckJump), new List<ActionBase> { towardRight, new ActionSetVelocityX(m_Body, 4)}, TriggerOnlyOnce.Off, TriggerSwallow.Off);
+ jump.AddTrigger(trigger);
+ trigger = new Trigger(And(condLeftButtonHold, condCheckJump), new List<ActionBase> { towardLeft, new ActionSetVelocityX(m_Body,-4) }, TriggerOnlyOnce.Off, TriggerSwallow.Off);
+ jump.AddTrigger(trigger);
+ trigger = new Trigger(Ands(condCheckJump, Not(condRightButtonHold), Not(condLeftButtonHold)), new ActionSetVelocityX(m_Body, 0), TriggerOnlyOnce.Off, TriggerSwallow.Off);
+ jump.AddTrigger(trigger);
trigger = new Trigger(condJumpOnGround, new ActionSetVelocity(m_Body, Vector3.zero), TriggerOnlyOnce.On, TriggerSwallow.Off);
jump.AddTrigger(trigger);
+ trigger = new Trigger(Ands(new ConditionJumpDone(jump, 0.4f), condJumpOnGround, Or(condRightButtonHold, condLeftButtonHold)), switchToMove);
+ jump.AddTrigger(trigger);
trigger = new Trigger(condJumpDone, switchToIdle);
jump.AddTrigger(trigger);
diff --git a/Assets/Scripts/Test/SaionjiScript_Anim.cs b/Assets/Scripts/Test/SaionjiScript_Anim.cs
index 9b7bfca5..4cc729b9 100644
--- a/Assets/Scripts/Test/SaionjiScript_Anim.cs
+++ b/Assets/Scripts/Test/SaionjiScript_Anim.cs
@@ -52,7 +52,6 @@ public partial class SaionjiScript : Avatar
Anim_Gun3 = Animator.StringToHash("Gun03");
Anim_Gun4 = Animator.StringToHash("Gun04");
-
Anim_JumpStart = Animator.StringToHash("Jump_Start");
Anim_JumpUp = Animator.StringToHash("Jump_Up");
Anim_JumpDown = Animator.StringToHash("Jump_Down");