diff options
author | chai <chaifix@163.com> | 2021-08-03 19:33:43 +0800 |
---|---|---|
committer | chai <chaifix@163.com> | 2021-08-03 19:33:43 +0800 |
commit | 494d3f727786ff70753692d8de019d9600a007e1 (patch) | |
tree | 1b328a0d2d8943157903065ca3441b9f6485e3f9 /Assets/Scripts/Unit | |
parent | 31666a451a74183b74557208812a9b47053c3f08 (diff) |
*misc
Diffstat (limited to 'Assets/Scripts/Unit')
16 files changed, 311 insertions, 109 deletions
diff --git a/Assets/Scripts/Unit/Action/WaitForActionReachEnd.cs b/Assets/Scripts/Unit/Action/WaitForActionReachEnd.cs index 3f5d20d4..ab755b64 100644 --- a/Assets/Scripts/Unit/Action/WaitForActionReachEnd.cs +++ b/Assets/Scripts/Unit/Action/WaitForActionReachEnd.cs @@ -6,17 +6,19 @@ using UnityEngine; public class WaitForActionReachEnd : IEnumerator { UnitAnimation m_UnitAnimation; - - public WaitForActionReachEnd(UnitAnimation unitAnim) + UnitAnimation.ELayer m_Layer;
+
+ public WaitForActionReachEnd(UnitAnimation unitAnim, UnitAnimation.ELayer layer = UnitAnimation.ELayer.Basic) { m_UnitAnimation = unitAnim; - } + m_Layer = layer; + } public object Current => null; public bool MoveNext() { - var stateInfo = m_UnitAnimation.stateInfo; + var stateInfo = m_UnitAnimation.layers[(int)m_Layer].stateInfo; float normalTime = stateInfo.normalizedTime; LogHelper.Log(stateInfo.loop.ToString()); return normalTime < 1f; diff --git a/Assets/Scripts/Unit/Action/WaitForLanding.cs b/Assets/Scripts/Unit/Action/WaitForLanding.cs new file mode 100644 index 00000000..5c9736ac --- /dev/null +++ b/Assets/Scripts/Unit/Action/WaitForLanding.cs @@ -0,0 +1,25 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class WaitForLanding : IEnumerator +{
+ UnitController controller;
+
+ public WaitForLanding(UnitController controller)
+ {
+ this.controller = controller;
+ }
+
+ public object Current => null;
+
+ public bool MoveNext()
+ { + return controller.isInAir;
+ }
+
+ public void Reset()
+ {
+ } +} diff --git a/Assets/Scripts/Unit/TimelineEvent.cs.meta b/Assets/Scripts/Unit/Action/WaitForLanding.cs.meta index 50d16ded..5098bc64 100644 --- a/Assets/Scripts/Unit/TimelineEvent.cs.meta +++ b/Assets/Scripts/Unit/Action/WaitForLanding.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 9991268d8dcef1f43bcab1e7a31f6511 +guid: a8352853e3875584bb29bdcff4d9a586 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/Unit/Action/WaitForTransitionDone.cs b/Assets/Scripts/Unit/Action/WaitForTransitionDone.cs new file mode 100644 index 00000000..82f3e792 --- /dev/null +++ b/Assets/Scripts/Unit/Action/WaitForTransitionDone.cs @@ -0,0 +1,25 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class WaitForTransitionDone : IEnumerator +{
+ UnitAnimation m_UnitAnimation;
+
+ public WaitForTransitionDone(UnitAnimation unitAnim)
+ {
+ m_UnitAnimation = unitAnim;
+ }
+
+ public object Current => null;
+
+ public bool MoveNext()
+ { + return m_UnitAnimation.isInTransition;
+ }
+
+ public void Reset()
+ {
+ } +} diff --git a/Assets/Scripts/Unit/Action/WaitForTransitionDone.cs.meta b/Assets/Scripts/Unit/Action/WaitForTransitionDone.cs.meta new file mode 100644 index 00000000..54f35f87 --- /dev/null +++ b/Assets/Scripts/Unit/Action/WaitForTransitionDone.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1729935affb1cc14c839545a43360dcb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Unit/AnimationData.cs b/Assets/Scripts/Unit/AnimationData.cs index f1204a50..9c880670 100644 --- a/Assets/Scripts/Unit/AnimationData.cs +++ b/Assets/Scripts/Unit/AnimationData.cs @@ -6,7 +6,7 @@ using UnityEngine; using UnityEditor;
#endif
-// 某个动画的数据,包括帧事件、碰撞盒
+// 某个动画的数据,包括帧事件、碰撞盒、速度曲线
[CreateAssetMenu(fileName = "Animation Data")]
public class AnimationData : ScriptableObject
{
@@ -20,7 +20,10 @@ public class AnimationData : ScriptableObject public List<ColliderData> throwBoxes;
public List<ColliderData> blockBoxes;
public List<ColliderData> defendBoxes;
-
+
+ // 对应的进度的播放速度,默认是1
+ public AnimationCurve curve;
+
public int GetBoxesCount()
{
int hurt = hurtBoxes != null ? hurtBoxes.Count : 0;
diff --git a/Assets/Scripts/Unit/Component/UnitAnimation.cs b/Assets/Scripts/Unit/Component/UnitAnimation.cs index de3d4cce..5ef7b7a1 100644 --- a/Assets/Scripts/Unit/Component/UnitAnimation.cs +++ b/Assets/Scripts/Unit/Component/UnitAnimation.cs @@ -2,88 +2,179 @@ using System.Collections.Generic;
using UnityEngine;
-// 控制动画播放,执行帧事件
+public class AnimatorLayerInfo
+{
+ public UnitAnimation.ELayer layer;
+
+ public int layerIndex { get { return (int)layer; } }
+
+ private Animator m_Animator;
+
+ public AnimationData animationData;
+ private AnimationData m_AnimationData;
+
+ // 当前在播放的动作
+ // 如果处于transition中,动作不变,切换完成后才会到下一个动作
+ public AnimatorStateInfo stateInfo
+ {
+ get
+ {
+ return m_Animator.GetCurrentAnimatorStateInfo(layerIndex);
+ }
+ }
+
+ // 当前正在播放和融合的片段信息
+ public AnimatorClipInfo[] clipInfo
+ {
+ get
+ {
+ return m_Animator.GetCurrentAnimatorClipInfo(layerIndex);
+ }
+ }
+
+ public int stateHash
+ {
+ get
+ {
+ return stateInfo.shortNameHash;
+ }
+ }
+
+ public float playbackTimeInSeconds
+ {
+ get
+ {
+ return stateInfo.normalizedTime * stateInfo.length;
+ }
+ }
+
+ public float playbackNomralizedTime
+ {
+ get
+ {
+ return stateInfo.normalizedTime;
+ }
+ }
+
+ public int pendingStateHash;
+
+ public AnimatorLayerInfo(Animator animator, UnitAnimation.ELayer layer)
+ {
+ this.m_Animator = animator;
+ this.layer = layer;
+ }
+
+}
+
+// 控制动画播放、执行动作timeline(包括执行事件和碰撞盒)
+// 每个layer同时只会有一个动画在播放,在执行transition时,current animation依然是
+// 这个动作,只有完全过渡完成后才会切到下一个动作
+// 当前是什么动作以ainmator的GetCurrentAnimatorStateInfo为准
[DisallowMultipleComponent]
public class UnitAnimation : UnitComponent
{
- // 动画
- public enum EAnimState
- {
- Idle,
- Move,
- Jump,
- Hit,
- Attack,
- Rise,
- Stinger,
- Turn,
- }
-
public enum ELayer
{
- Basic = 0,
- Attack = 1,
+ Basic = 0,
+ Attack,
+
+ Count,
+ }
+
+ // 动作名,和animator里的state对应
+ public enum EAnimState
+ {
+ // layer 0
+ Idle = 0,
+ Move,
+ Jump,
+ Hit,
+ Attack,
+ Rise,
+ Stinger,
+ Turn,
+ Landing,
+ }
+
+ // 切换动画
+ public enum ETrigger
+ {
+ ToIdle,
+ ToMove,
+ ToAttack,
}
public Animator animator { get { return m_Animator; } }
private Animator m_Animator;
- private TimelineEvent m_Timeline;
- private UnitActionData m_ActionData;
+ private UnitTimeline m_Timeline;
- public AnimatorStateInfo stateInfo
- {
- get
- {
- return m_Animator.GetCurrentAnimatorStateInfo(0);
- }
- }
+ private UnitActionData m_ActionData;
- public EAnimState curState { get { return m_CurState; } }
- private EAnimState m_CurState;
+ public AnimatorLayerInfo[] layers { get { return m_LayerInfo; } }
+ private AnimatorLayerInfo[] m_LayerInfo = new AnimatorLayerInfo[(int)ELayer.Count];
- public float playbackTime { get { return m_PlaybackTime; } }
- private float m_PlaybackTime;
+ public bool isInTransition
+ {
+ get
+ {
+ return m_Animator.IsInTransition(0);
+ }
+ }
+ //public EAnimState curState { get { return m_CurState; } }
+ //private EAnimState m_CurState;
public override void Initialize()
{
base.Initialize();
- m_Timeline = this.m_Owner.unitObj.GetOrAddComponent<TimelineEvent>();
- m_Animator = this.m_Owner.unitObj.GetComponent<Animator>();
+ m_Timeline = this.m_Owner.unitObj.GetOrAddComponent<UnitTimeline>();
+ m_Animator = this.m_Owner.unitObj.GetComponent<Animator>();
+
+ m_Animator.speed = 0;
+
+ m_LayerInfo[0] = new AnimatorLayerInfo(m_Animator, ELayer.Basic);
+ m_LayerInfo[1] = new AnimatorLayerInfo(m_Animator, ELayer.Attack);
- if(m_Animator == null)
+ if (m_Animator == null)
{
LogHelper.LogError("没有挂Animator组件");
}
}
- public string GetTrigger(EAnimState state)
- {
- return "To" + state.ToString();
- }
-
- public void Play(EAnimState state)
- {
- m_CurState = state;
- m_Animator.SetTrigger(GetTrigger(state));
- m_Animator.speed = 0;
- m_PlaybackTime = 0;
- m_Owner.unitRootMotion.Reset();
- }
-
public override void OnUpdate()
{
base.OnUpdate();
- m_PlaybackTime += Time.deltaTime;
+ UpdateAnimation();
+ UpdateRootMotion();
+ }
- m_Animator.speed = 1;
- m_Animator.Update(Time.deltaTime);
- m_Animator.speed = 0;
+ void UpdateAnimation()
+ {
+ m_Animator.speed = 1;
+ m_Animator.Update(Time.deltaTime);
+ m_Animator.speed = 0;
+ }
- m_Owner.unitRootMotion.UpdateRootMotion();
+ void UpdateRootMotion()
+ {
+ m_Owner.unitRootMotion.UpdateRootMotion();
+ }
- }
+ public void AnimIdle()
+ {
+ m_Animator.SetTrigger(ETrigger.ToIdle.ToString());
+ }
+
+ public void AnimMove()
+ {
+ m_Animator.SetTrigger(ETrigger.ToMove.ToString());
+ }
+
+ public void AnimAttack()
+ {
+ m_Animator.SetTrigger(ETrigger.ToAttack.ToString());
+ }
}
diff --git a/Assets/Scripts/Unit/Component/UnitState.cs b/Assets/Scripts/Unit/Component/UnitState.cs index 587c2f33..4a57ad6d 100644 --- a/Assets/Scripts/Unit/Component/UnitState.cs +++ b/Assets/Scripts/Unit/Component/UnitState.cs @@ -11,34 +11,31 @@ public class UnitState : UnitComponent public enum EUnitState
{
Idle ,
- Move ,
- Spawn ,
- Die ,
- Dead ,
- Skill ,
- //
- HitAir ,
- HitAirHit ,
- Knockdown ,
- //
- HitGuard ,
- //
- Walk ,
- //
- Rise ,
- //
- Jump ,
- // 转身
- Turn ,
+ Move ,
+ Spawn ,
+ Die ,
+ Dead ,
+ Skill ,
+ //
+ HitAir ,
+ HitAirHit ,
+ Knockdown ,
+ //
+ HitGuard ,
+ //
+ Walk ,
+ //
+ Rise ,
+ //
+ Jump ,
+ // 转身
+ Turn ,
+ Landing , // 从空中降落
}
[SerializeField] private EUnitState m_State;
public EUnitState CurrentState { get { return m_State; } }
- private delegate void ExitStateHandler(EUnitState nextState);
-
- private Dictionary<EUnitState, ExitStateHandler> m_ExitStateHandlerDic = new Dictionary<EUnitState, ExitStateHandler>();
-
public override void Initialize()
{
base.Initialize();
@@ -68,6 +65,8 @@ public class UnitState : UnitComponent EUnitState nextState;
}
+ public struct LandingParam { }
+
#endregion
void InitState()
@@ -110,8 +109,12 @@ public class UnitState : UnitComponent IEnumerator Idle(IdleParam param)
{
- m_Owner.unitAnimation.Play(UnitAnimation.EAnimState.Idle);
- yield return null;
+ if(m_Owner.isInAir)
+ {
+
+ }
+ m_Owner.unitAnimation.AnimIdle();
+ yield return null;
}
void OnIdleExit(EUnitState nextState)
@@ -134,9 +137,9 @@ public class UnitState : UnitComponent // m_Owner.transform.rotation = Quaternion.Euler(0, 180, 0);
m_Owner.transform.rotation = Quaternion.Euler(0, param.isRight ? 0 : 180, 0);
}
- if(Input.GetKey(param.key))
- m_Owner.unitAnimation.Play(UnitAnimation.EAnimState.Move);
- while (Input.GetKey(param.key))
+ //if (Input.GetKey(param.key))
+ m_Owner.unitAnimation.AnimMove();
+ while (Input.GetKey(param.key))
{
yield return null;
}
@@ -145,7 +148,7 @@ public class UnitState : UnitComponent void OnMoveExit(EUnitState nextState)
{
-
+ //m_Owner.unitAnimation.animator.ResetTrigger("ToMove");
}
#endregion
@@ -154,8 +157,9 @@ public class UnitState : UnitComponent IEnumerator Skill(SkillParam param)
{
- m_Owner.unitAnimation.Play(UnitAnimation.EAnimState.Attack);
- yield return new WaitForActionReachEnd(m_Owner.unitAnimation);
+ m_Owner.unitAnimation.AnimAttack();
+ yield return new WaitForTransitionDone(m_Owner.unitAnimation);
+ yield return new WaitForActionReachEnd(m_Owner.unitAnimation);
ChangeState(EUnitState.Idle, new IdleParam());
}
@@ -170,7 +174,6 @@ public class UnitState : UnitComponent IEnumerator Jump(JumpParam param)
{
- m_Owner.unitAnimation.Play(UnitAnimation.EAnimState.Jump);
yield return new WaitForActionReachEnd(m_Owner.unitAnimation);
ChangeState<IdleParam>(EUnitState.Idle);
}
@@ -180,6 +183,23 @@ public class UnitState : UnitComponent }
- #endregion
+ #endregion
+
+ #region Landing
+
+ IEnumerator Landing(LandingParam param)
+ {
+ yield return new WaitForLanding(m_Owner);
+ Vector3 pos = m_Owner.transform.position;
+ pos.y = 0;
+ m_Owner.transform.position = pos;
+ ChangeState<IdleParam>(EUnitState.Idle);
+ }
+
+ void OnLandingExit(EUnitState next)
+ {
+ }
+
+ #endregion
}
diff --git a/Assets/Scripts/Unit/Controller/PCController.cs b/Assets/Scripts/Unit/Controller/PCController.cs index ed472cdb..4904d60e 100644 --- a/Assets/Scripts/Unit/Controller/PCController.cs +++ b/Assets/Scripts/Unit/Controller/PCController.cs @@ -17,11 +17,8 @@ public class PCController : UnitController {
base.Initialize(obj);
-
-
}
-
public override void Update()
{
base.Update();
diff --git a/Assets/Scripts/Unit/Controller/UnitController.cs b/Assets/Scripts/Unit/Controller/UnitController.cs index 8cea1331..1863ad69 100644 --- a/Assets/Scripts/Unit/Controller/UnitController.cs +++ b/Assets/Scripts/Unit/Controller/UnitController.cs @@ -26,6 +26,22 @@ public class UnitController : MonoBehaviour }
}
+ public virtual bool isOnGround
+ {
+ get
+ {
+ return transform.position.y <= 0f;
+ }
+ }
+
+ public bool isInAir
+ {
+ get
+ {
+ return !isOnGround;
+ }
+ }
+
public virtual void Initialize( GameObject obj )
{
unitObj = obj;
diff --git a/Assets/Scripts/Unit/Events/AnimationEventBase.cs b/Assets/Scripts/Unit/Events/AnimationEventBase.cs index 42fe6460..613eff27 100644 --- a/Assets/Scripts/Unit/Events/AnimationEventBase.cs +++ b/Assets/Scripts/Unit/Events/AnimationEventBase.cs @@ -7,7 +7,7 @@ public abstract class AnimationEventBase : ScriptableObject {
public int startFrame;
- public abstract TimelineEvent.EEventType type { get; }
+ public abstract UnitTimeline.EEventType type { get; }
public string fullName
{
diff --git a/Assets/Scripts/Unit/Events/EventEffect.cs b/Assets/Scripts/Unit/Events/EventEffect.cs index 9aaf8d9f..61a4a7e3 100644 --- a/Assets/Scripts/Unit/Events/EventEffect.cs +++ b/Assets/Scripts/Unit/Events/EventEffect.cs @@ -4,7 +4,7 @@ using UnityEngine; public class EventEffect : AnimationEventBase
{
- public override TimelineEvent.EEventType type { get { return TimelineEvent.EEventType.EventEffect; } }
+ public override UnitTimeline.EEventType type { get { return UnitTimeline.EEventType.EventEffect; } }
public override string shortName { get { return "E"; } }
[Tooltip("Effect path")]
diff --git a/Assets/Scripts/Unit/Events/EventProjectile.cs b/Assets/Scripts/Unit/Events/EventProjectile.cs index 526628e8..032c93bb 100644 --- a/Assets/Scripts/Unit/Events/EventProjectile.cs +++ b/Assets/Scripts/Unit/Events/EventProjectile.cs @@ -4,7 +4,7 @@ using UnityEngine; public class EventProjectile : AnimationEventBase
{
- public override TimelineEvent.EEventType type { get { return TimelineEvent.EEventType.EventProjectile; } }
+ public override UnitTimeline.EEventType type { get { return UnitTimeline.EEventType.EventProjectile; } }
public override string shortName { get { return "P"; } }
diff --git a/Assets/Scripts/Unit/UnitRootMotion.cs b/Assets/Scripts/Unit/UnitRootMotion.cs index 542b08fd..58ae814e 100644 --- a/Assets/Scripts/Unit/UnitRootMotion.cs +++ b/Assets/Scripts/Unit/UnitRootMotion.cs @@ -20,12 +20,13 @@ public class UnitRootMotion : UnitComponent base.Initialize();
}
+#if false // 用自定义root motion
+
public void Reset()
{
m_PrevNormalTime = 0;
}
-#if false // 用自定义root motion
public override void OnUpdate()
{
base.OnUpdate();
@@ -62,7 +63,7 @@ public class UnitRootMotion : UnitComponent #else
- public override void OnUpdate()
+ public override void OnUpdate()
{
base.OnUpdate();
}
diff --git a/Assets/Scripts/Unit/TimelineEvent.cs b/Assets/Scripts/Unit/UnitTimeline.cs index 6a69934b..ba8e652a 100644 --- a/Assets/Scripts/Unit/TimelineEvent.cs +++ b/Assets/Scripts/Unit/UnitTimeline.cs @@ -7,9 +7,9 @@ using UnityEngine; using UnityEditor;
#endif
-// 动画帧事件
+// 处理动画帧事件和碰撞盒
[DisallowMultipleComponent]
-public partial class TimelineEvent: MonoBehaviour
+public partial class UnitTimeline : MonoBehaviour
{
public enum EEventType
{
@@ -23,7 +23,7 @@ public partial class TimelineEvent: MonoBehaviour EventMesh_Gloss, // 角色泛光
EventEnv_Dark,
- EventEnv_Exposure,
+ EventEnv_Exposure,
EventUI_Drift, //
EventUI_Blur, //
@@ -50,9 +50,9 @@ public partial class TimelineEvent: MonoBehaviour if (animData == null)
return;
int frame = (int)animFrame;
- if(frame != m_PrevFrame)
+ if (frame != m_PrevFrame)
{
- for(int i = m_PrevFrame + 1; i <= frame; i++)
+ for (int i = m_PrevFrame + 1; i <= frame; i++)
{
List<int> framesHasEvent = animData.GetAnimationEventFrameIndices();
if (framesHasEvent.Contains(i))
@@ -71,13 +71,13 @@ public partial class TimelineEvent: MonoBehaviour {
if (events == null || events.Count == 0)
return;
- foreach(var e in events)
+ foreach (var e in events)
{
string name = e.type.ToString();
MethodInfo method = GetType().GetMethod(name, BindingFlags.Instance | BindingFlags.NonPublic, null, new Type[] { typeof(AnimationEventBase) }, null);
- if(method != null)
+ if (method != null)
{
- object[] param = new object[] {e };
+ object[] param = new object[] { e };
method.Invoke(this, param);
}
}
@@ -93,7 +93,7 @@ public partial class TimelineEvent: MonoBehaviour string path = effect.effectPath;
#if UNITY_EDITOR
GameObject prefab = AssetDatabase.LoadAssetAtPath(path, typeof(GameObject)) as GameObject;
- if(prefab != null)
+ if (prefab != null)
{
GameObject root = new GameObject();
diff --git a/Assets/Scripts/Unit/UnitTimeline.cs.meta b/Assets/Scripts/Unit/UnitTimeline.cs.meta new file mode 100644 index 00000000..eacf2ed1 --- /dev/null +++ b/Assets/Scripts/Unit/UnitTimeline.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7bb2f04adc210b04dad020a77628fe79 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: |