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authorchai <chaifix@163.com>2020-11-16 08:30:54 +0800
committerchai <chaifix@163.com>2020-11-16 08:30:54 +0800
commitf325841eff10ae492ce6c634d4b07cf058a068c6 (patch)
tree980d81a4b87d571fcb893fc44f8809af97466bca /Assets/Scripts/Avatar/States/AttackState.cs
parentbe3ca8b172f22ce7c4c4316745e0df05de58b069 (diff)
*state system
Diffstat (limited to 'Assets/Scripts/Avatar/States/AttackState.cs')
-rw-r--r--Assets/Scripts/Avatar/States/AttackState.cs175
1 files changed, 175 insertions, 0 deletions
diff --git a/Assets/Scripts/Avatar/States/AttackState.cs b/Assets/Scripts/Avatar/States/AttackState.cs
new file mode 100644
index 00000000..ae8f3b66
--- /dev/null
+++ b/Assets/Scripts/Avatar/States/AttackState.cs
@@ -0,0 +1,175 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public struct AttackStateConfig
+{
+ public Vector3 velocity; // velocity setup
+ public int motion;
+ public Animator animator;
+ public PhysicsBody body;
+}
+
+// 单独的一个招式
+public class AttackState : StateBase
+{
+ AttackStateConfig m_Config = new AttackStateConfig();
+
+ private List<Trigger> m_Triggers = new List<Trigger>();
+
+ private List<Trigger> m_PhysicsTriggers = new List<Trigger>();
+
+ /// <summary>
+ /// 这个招式配置的hit
+ /// </summary>
+ private List<Hit> m_Hits = new List<Hit>();
+
+ /// <summary>
+ /// 从动画结束开始计时
+ /// </summary>
+ float m_TimeCount;
+ public float ExpireTime
+ {
+ get
+ {
+ return m_TimeCount;
+ }
+ }
+
+ /// <summary>
+ /// 这个招式的hit个数
+ /// </summary>
+ public int HitCount
+ {
+ get
+ {
+ return m_Hits != null ? m_Hits.Count : 0;
+ }
+ }
+
+
+ public AttackState(Animator animator, int animation, PhysicsBody body = null)
+ {
+ m_Config.animator = animator;
+ m_Config.motion = animation;
+ m_Config.velocity = Vector3.zero;
+ m_Config.body = body;
+ }
+
+ public AttackState(AttackStateConfig config)
+ {
+ m_Config = config;
+ }
+
+ public override void OnInit()
+ {
+ }
+
+ public override void OnDefend()
+ {
+ throw new System.NotImplementedException();
+ }
+
+ public override void OnEnter()
+ {
+ m_TimeCount = 0;
+
+ m_Config.animator.CrossFade(m_Config.motion, 0);
+
+ if(m_Config.body != null)
+ {
+ m_Config.body.LocalVelocity = m_Config.velocity;
+ }
+
+ foreach(var hit in m_Hits)
+ {
+ hit.WipeRecords();
+ }
+
+ foreach(var trigger in m_Triggers)
+ {
+ trigger.Reset();
+ }
+ }
+
+ public override void OnExit()
+ {
+ m_TimeCount = 0;
+ }
+
+ public override void OnHit(HitInfo info)
+ {
+ }
+
+ public override void OnHurt(HurtInfo info)
+ {
+ }
+
+ public override void OnTranslate(StateBase to)
+ {
+ }
+
+ public override void OnUpdate()
+ {
+ AnimatorStateInfo info = m_Config.animator.GetCurrentAnimatorStateInfo(0);
+ if(info.shortNameHash == m_Config.motion && info.normalizedTime >= 0.99f)
+ {
+ m_TimeCount += Time.deltaTime;
+ }
+ foreach (var stateTrigger in m_Triggers)
+ {
+ if (stateTrigger.Update() && stateTrigger.Swallow)
+ break;
+ }
+ }
+
+ // 在物理模拟之后
+ public override void OnPhysicsUpdate()
+ {
+ foreach (var trigger in m_PhysicsTriggers)
+ {
+ if (trigger.Update() && trigger.Swallow)
+ break;
+ }
+ }
+
+ public void AddTrigger(Trigger trigger)
+ {
+ if (trigger == null || m_Triggers.Contains(trigger))
+ return;
+ m_Triggers.Add(trigger);
+ }
+
+ public void AddPhysicsTrigger(Trigger trigger)
+ {
+ if (trigger == null || m_PhysicsTriggers.Contains(trigger))
+ return;
+ m_PhysicsTriggers.Add(trigger);
+ }
+
+ public void AddHitDefination(HitDefination defination)
+ {
+ Hit info = new Hit();
+ info.defination = defination;
+ m_Hits.Add(info);
+ }
+
+ // 获得当前时间点产生的hit
+ public Hit GetHit()
+ {
+ AnimatorStateInfo info = m_Config.animator.GetCurrentAnimatorStateInfo(0);
+ float normalizeTime = info.normalizedTime;
+ for (int i = 0; i< m_Hits.Count; ++i)
+ {
+ Hit hit = m_Hits[i];
+ float start = hit.defination.start;
+ float end = hit.defination.end;
+ if(normalizeTime >= start && normalizeTime <= end)
+ {
+ return hit;
+ }
+ }
+ return null;
+ }
+
+}