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authorchai <chaifix@163.com>2020-10-24 17:30:07 +0800
committerchai <chaifix@163.com>2020-10-24 17:30:07 +0800
commit65ed53a40f990e895305ff17a5e48e3cd6b8785b (patch)
tree3333c6a9b19fa5602fd8827e582273f602452bec /Assets/Scripts
parent56a9b3bf4edc56e9c1dd502a469a7a0167751215 (diff)
*物理系统
Diffstat (limited to 'Assets/Scripts')
-rw-r--r--Assets/Scripts/AbilitySystem/Abilities/AbilityBase.cs5
-rw-r--r--Assets/Scripts/AbilitySystem/Abilities/AttackAbility.cs19
-rw-r--r--Assets/Scripts/AbilitySystem/AbilitySystem.cs17
-rw-r--r--Assets/Scripts/AbilitySystem/Actions/ActionLog.cs18
-rw-r--r--Assets/Scripts/AbilitySystem/Actions/ActionLog.cs.meta11
-rw-r--r--Assets/Scripts/AbilitySystem/Conditions/Interactive/ConditionHit.cs10
-rw-r--r--Assets/Scripts/AbilitySystem/Conditions/Interactive/ConditionHurt.cs24
-rw-r--r--Assets/Scripts/AbilitySystem/IInteractable.cs21
-rw-r--r--Assets/Scripts/AbilitySystem/IInteractable.cs.meta11
-rw-r--r--Assets/Scripts/ApplicationMain.cs11
-rw-r--r--Assets/Scripts/Physics/PhysicsBody.cs4
-rw-r--r--Assets/Scripts/Physics/PhysicsBox.cs76
-rw-r--r--Assets/Scripts/Physics/PhysicsHelper.cs47
-rw-r--r--Assets/Scripts/Physics/PhysicsPrimitive.cs28
-rw-r--r--Assets/Scripts/Physics/PhysicsWorld.cs134
-rw-r--r--Assets/Scripts/Test/ArmorSoldierScript.cs37
-rw-r--r--Assets/Scripts/Test/ArmorSoldierScript.cs.meta11
-rw-r--r--Assets/Scripts/Test/SaionjiScript.cs2
-rw-r--r--Assets/Scripts/Test/SaionjiScript_Ability.cs4
-rw-r--r--Assets/Scripts/Test/SaionjiScript_Physics.cs41
-rw-r--r--Assets/Scripts/Test/SaionjiScript_Physics.cs.meta11
21 files changed, 466 insertions, 76 deletions
diff --git a/Assets/Scripts/AbilitySystem/Abilities/AbilityBase.cs b/Assets/Scripts/AbilitySystem/Abilities/AbilityBase.cs
index 330850e2..8b1a5549 100644
--- a/Assets/Scripts/AbilitySystem/Abilities/AbilityBase.cs
+++ b/Assets/Scripts/AbilitySystem/Abilities/AbilityBase.cs
@@ -38,6 +38,11 @@ public abstract class AbilityBase
/// </summary>
public virtual void OnUpdate() { }
+ /// <summary>
+ /// 在物理模拟之后更新
+ /// </summary>
+ public virtual void OnLateUpdate() { }
+
/// <summary>
/// 过渡到下一个ability的回调
/// </summary>
diff --git a/Assets/Scripts/AbilitySystem/Abilities/AttackAbility.cs b/Assets/Scripts/AbilitySystem/Abilities/AttackAbility.cs
index 9798d7a2..fc4ce7e1 100644
--- a/Assets/Scripts/AbilitySystem/Abilities/AttackAbility.cs
+++ b/Assets/Scripts/AbilitySystem/Abilities/AttackAbility.cs
@@ -13,6 +13,8 @@ public class AttackAbility : AbilityBase
/// </summary>
private List<Trigger> m_Triggers = new List<Trigger>();
+ private List<Trigger> m_LateTriggers = new List<Trigger>();
+
/// <summary>
/// 从动画结束开始计时
/// </summary>
@@ -79,6 +81,16 @@ public class AttackAbility : AbilityBase
}
}
+ // 在物理模拟之后
+ public override void OnLateUpdate()
+ {
+ foreach (var trigger in m_LateTriggers)
+ {
+ if (trigger.Update() && trigger.Swallow)
+ break;
+ }
+ }
+
public void AddTrigger(Trigger trigger)
{
if (trigger == null || m_Triggers.Contains(trigger))
@@ -86,4 +98,11 @@ public class AttackAbility : AbilityBase
m_Triggers.Add(trigger);
}
+ public void AddLateTrigger(Trigger trigger)
+ {
+ if (trigger == null || m_LateTriggers.Contains(trigger))
+ return;
+ m_LateTriggers.Add(trigger);
+ }
+
}
diff --git a/Assets/Scripts/AbilitySystem/AbilitySystem.cs b/Assets/Scripts/AbilitySystem/AbilitySystem.cs
index 0441e813..46156c55 100644
--- a/Assets/Scripts/AbilitySystem/AbilitySystem.cs
+++ b/Assets/Scripts/AbilitySystem/AbilitySystem.cs
@@ -37,6 +37,14 @@ public class AbilitySystem
}
}
+ public static void LateUpdate()
+ {
+ foreach (var systems in AbilitySystems)
+ {
+ systems.OnLateUpdate();
+ }
+ }
+
public void ForceStart(AbilityBase ability)
{
if (ability == null)
@@ -62,6 +70,15 @@ public class AbilitySystem
}
}
+ public void OnLateUpdate()
+ {
+ if(m_Currrent != null)
+ {
+ m_Currrent.OnLateUpdate();
+ }
+ }
+
+
public void SwitchToAbility(AbilityBase targetAbility)
{
if (m_Currrent != null)
diff --git a/Assets/Scripts/AbilitySystem/Actions/ActionLog.cs b/Assets/Scripts/AbilitySystem/Actions/ActionLog.cs
new file mode 100644
index 00000000..b276d2ef
--- /dev/null
+++ b/Assets/Scripts/AbilitySystem/Actions/ActionLog.cs
@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ActionLog : ActionBase
+{
+ string m_Content = "";
+
+ public ActionLog(string content)
+ {
+ m_Content = content;
+ }
+
+ public override void Execute()
+ {
+ Debug.Log(m_Content);
+ }
+}
diff --git a/Assets/Scripts/AbilitySystem/Actions/ActionLog.cs.meta b/Assets/Scripts/AbilitySystem/Actions/ActionLog.cs.meta
new file mode 100644
index 00000000..92995276
--- /dev/null
+++ b/Assets/Scripts/AbilitySystem/Actions/ActionLog.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 012a5a398b677f94abeb0aa12659d5ec
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/AbilitySystem/Conditions/Interactive/ConditionHit.cs b/Assets/Scripts/AbilitySystem/Conditions/Interactive/ConditionHit.cs
index b50121fe..d36cc538 100644
--- a/Assets/Scripts/AbilitySystem/Conditions/Interactive/ConditionHit.cs
+++ b/Assets/Scripts/AbilitySystem/Conditions/Interactive/ConditionHit.cs
@@ -5,13 +5,17 @@ using UnityEngine;
// hitbox击中
public class ConditionHit : ConditionBase
{
- public ConditionHit()
+ IInteractable m_Obj;
+
+ public ConditionHit(IInteractable obj)
{
+ m_Obj = obj;
- }
+ }
public override bool Evaluate()
{
- throw new System.NotImplementedException();
+ bool isHit = m_Obj.IsHit();
+ return isHit;
}
}
diff --git a/Assets/Scripts/AbilitySystem/Conditions/Interactive/ConditionHurt.cs b/Assets/Scripts/AbilitySystem/Conditions/Interactive/ConditionHurt.cs
index b4acd71a..8a76528d 100644
--- a/Assets/Scripts/AbilitySystem/Conditions/Interactive/ConditionHurt.cs
+++ b/Assets/Scripts/AbilitySystem/Conditions/Interactive/ConditionHurt.cs
@@ -2,17 +2,19 @@
using System.Collections.Generic;
using UnityEngine;
-public class ConditionHurt : MonoBehaviour
+// hurtbox被击中
+public class ConditionHurt : ConditionBase
{
- // Start is called before the first frame update
- void Start()
- {
-
- }
+ IInteractable m_Obj;
- // Update is called once per frame
- void Update()
- {
-
- }
+ public ConditionHurt(IInteractable obj)
+ {
+ m_Obj = obj;
+ }
+
+ public override bool Evaluate()
+ {
+ bool isHit = m_Obj.IsHit();
+ return isHit;
+ }
}
diff --git a/Assets/Scripts/AbilitySystem/IInteractable.cs b/Assets/Scripts/AbilitySystem/IInteractable.cs
new file mode 100644
index 00000000..23e49912
--- /dev/null
+++ b/Assets/Scripts/AbilitySystem/IInteractable.cs
@@ -0,0 +1,21 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public interface IInteractable
+{
+ PhysicsPrimitive[] GetAllPrimitive();
+
+ PhysicsBox GetHitbox();
+
+ PhysicsBox GetHurtbox();
+
+ PhysicsPrimitive[] GetAllHit();
+
+ bool IsHit();
+
+ bool IsHurt();
+
+
+
+}
diff --git a/Assets/Scripts/AbilitySystem/IInteractable.cs.meta b/Assets/Scripts/AbilitySystem/IInteractable.cs.meta
new file mode 100644
index 00000000..ae065c04
--- /dev/null
+++ b/Assets/Scripts/AbilitySystem/IInteractable.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: f6f243903bde9804488701c6d0f7920a
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/ApplicationMain.cs b/Assets/Scripts/ApplicationMain.cs
index 7bee23a5..69791549 100644
--- a/Assets/Scripts/ApplicationMain.cs
+++ b/Assets/Scripts/ApplicationMain.cs
@@ -21,5 +21,14 @@ public class ApplicationMain : MonoBehaviour
private void LateUpdate()
{
PhysicsWorld.Instance.Update();
- }
+ AbilitySystem.LateUpdate();
+ }
+
+ private void OnDrawGizmos()
+ {
+ PhysicsWorld.Instance.DrawGizmos();
+ }
+
+
}
+
diff --git a/Assets/Scripts/Physics/PhysicsBody.cs b/Assets/Scripts/Physics/PhysicsBody.cs
index ff5972b4..84a5fcb0 100644
--- a/Assets/Scripts/Physics/PhysicsBody.cs
+++ b/Assets/Scripts/Physics/PhysicsBody.cs
@@ -29,6 +29,10 @@ public sealed class PhysicsBody : MonoBehaviour
{
return m_Velocity;
}
+ set
+ {
+ m_Velocity = value;
+ }
}
[SerializeField]
diff --git a/Assets/Scripts/Physics/PhysicsBox.cs b/Assets/Scripts/Physics/PhysicsBox.cs
index 8c93a1e1..f8b4fee4 100644
--- a/Assets/Scripts/Physics/PhysicsBox.cs
+++ b/Assets/Scripts/Physics/PhysicsBox.cs
@@ -7,30 +7,62 @@ using UnityEngine;
/// </summary>
public class PhysicsBox : PhysicsPrimitive
{
- public override PrimitiveType Type
- {
- get
- {
- return PrimitiveType.Box;
- }
- }
+ public override PrimitiveType Type
+ {
+ get
+ {
+ return PrimitiveType.Box;
+ }
+ }
- [SerializeField]
- private Vector3 m_Size;
- public Vector3 Size
- {
- get
- {
- return m_Size;
- }
- }
+ [SerializeField]
+ private Vector3 m_Size;
+ public Vector3 Size
+ {
+ get
+ {
+ return m_Size;
+ }
+ }
- public float Long { get { return m_Size.x; } }
- public float Wide { get { return m_Size.y; } }
- public float Height { get { return m_Size.z; } }
+ public float Long { get { return m_Size.x; } }
+ public float Wide { get { return m_Size.z; } }
+ public float Height { get { return m_Size.y; } }
public bool m_DrawGizmo = true;
+ public float Top
+ {
+ get
+ {
+ return Position.y + Height / 2f;
+ }
+ }
+
+ public float Left
+ {
+ get
+ {
+ return Position.x - Long / 2f;
+ }
+ }
+
+ public float Right
+ {
+ get
+ {
+ return Position.x + Long / 2f;
+ }
+ }
+
+ public float Bottom
+ {
+ get
+ {
+ return Position.y - Height / 2f;
+ }
+ }
+
public void OnDrawGizmos()
{
if (!m_IsActive || !m_DrawGizmo)
@@ -38,9 +70,11 @@ public class PhysicsBox : PhysicsPrimitive
Vector3 pos = Position;
Gizmos.color = m_HintColor;
Gizmos.DrawCube(pos, m_Size);
- }
+ //Gizmos.color = Color.blue;
+ //Gizmos.DrawSphere(pos, 0.1f);
+ }
- private void Start()
+ private void Start()
{
base.OnInit();
}
diff --git a/Assets/Scripts/Physics/PhysicsHelper.cs b/Assets/Scripts/Physics/PhysicsHelper.cs
index 0bd11ba7..821241e3 100644
--- a/Assets/Scripts/Physics/PhysicsHelper.cs
+++ b/Assets/Scripts/Physics/PhysicsHelper.cs
@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
-enum CollisionType
+public enum CollisionType
{
BallvsBall = 1,
BallvsBox,
@@ -13,12 +13,12 @@ enum CollisionType
/// <summary>
/// 碰撞的信息
/// </summary>
-public class PhysicsCollisionInfo
+public struct PhysicsCollisionInfo
{
- CollisionType type;
- PhysicsPrimitive prim1;
- PhysicsPrimitive prim2;
- Vector3 contacts;
+ public CollisionType type;
+ public PhysicsPrimitive prim1;
+ public PhysicsPrimitive prim2;
+ public Vector3 contact;
}
public sealed class PhysicsHelper
@@ -44,22 +44,33 @@ public sealed class PhysicsHelper
return false;
}
- public static bool BallvsBall2D(PhysicsBall ball1, PhysicsBall ball2, out PhysicsCollisionInfo info)
+ public static bool BallvsBall2D(PhysicsBall ball1, PhysicsBall ball2, ref PhysicsCollisionInfo info)
{
- info = null;
return true;
}
- public static bool BoxvsBox2D(PhysicsBox box1, PhysicsBox box2, out PhysicsCollisionInfo info)
+ public static bool BoxvsBox2D(PhysicsBox box1, PhysicsBox box2, ref PhysicsCollisionInfo info)
{
- info = null;
- return true;
+ if(box1.Left < box2.Right && box1.Right > box2.Left && box1.Bottom < box2.Top && box1.Top > box2.Bottom)
+ {
+ info.type = CollisionType.BoxvsBox;
+ info.prim1 = box1;
+ info.prim2 = box2;
+
+ float left = Mathf.Max(box1.Left, box2.Left);
+ float right = Mathf.Min(box1.Right, box2.Right);
+ float top = Mathf.Min(box1.Top, box2.Top);
+ float bottom = Mathf.Max(box1.Bottom, box2.Bottom);
+ info.contact = new Vector3((left + right )/2f, (top + bottom)/2f, 0 );
+
+ return true;
+ }
+ return false;
}
- public static bool BallvsBox2D(PhysicsBall ball, PhysicsBox box, out PhysicsCollisionInfo info)
+ public static bool BallvsBox2D(PhysicsBall ball, PhysicsBox box, ref PhysicsCollisionInfo info)
{
- info = null;
return true;
}
@@ -78,21 +89,21 @@ public sealed class PhysicsHelper
return false;
}
- public static bool PrimvsPrim(PhysicsPrimitive prim1, PhysicsPrimitive prim2, out PhysicsCollisionInfo info)
+ public static bool PrimvsPrim(PhysicsPrimitive prim1, PhysicsPrimitive prim2, ref PhysicsCollisionInfo info)
{
if(prim1.Type == PrimitiveType.Ball)
{
if (prim2.Type == PrimitiveType.Ball)
- return BallvsBall2D(prim1 as PhysicsBall, prim2 as PhysicsBall, out info);
+ return BallvsBall2D(prim1 as PhysicsBall, prim2 as PhysicsBall, ref info);
else
- return BallvsBox2D(prim1 as PhysicsBall, prim2 as PhysicsBox, out info);
+ return BallvsBox2D(prim1 as PhysicsBall, prim2 as PhysicsBox, ref info);
}
else
{
if (prim2.Type == PrimitiveType.Ball)
- return BallvsBox2D(prim2 as PhysicsBall, prim1 as PhysicsBox, out info);
+ return BallvsBox2D(prim2 as PhysicsBall, prim1 as PhysicsBox, ref info);
else
- return BoxvsBox2D(prim1 as PhysicsBox, prim2 as PhysicsBox, out info);
+ return BoxvsBox2D(prim1 as PhysicsBox, prim2 as PhysicsBox, ref info);
}
}
diff --git a/Assets/Scripts/Physics/PhysicsPrimitive.cs b/Assets/Scripts/Physics/PhysicsPrimitive.cs
index 59c56aaf..f52fb9e9 100644
--- a/Assets/Scripts/Physics/PhysicsPrimitive.cs
+++ b/Assets/Scripts/Physics/PhysicsPrimitive.cs
@@ -30,15 +30,15 @@ public abstract class PhysicsPrimitive : MonoBehaviour
{
get
{
- return transform.TransformPoint(m_Center);
+ Vector3 euler = Quaternion.ToEulerAngles(transform.rotation);
+ euler.y = Mathf.Rad2Deg * euler.y;
+ Vector3 res = m_Center;
+ res.x = (euler.y > 90 && euler.y <= 180) ? -res.x : res.x;
+ res = transform.position + res;
+ return res;
}
}
- /// <summary>
- /// 中心点在本地空间的位置
- /// </summary>
- public Vector3 m_Center;
-
[SerializeField]
/// <summary>
/// 这个primitive是否参与物理计算,用来快速给物体取消和恢复重力影响
@@ -124,6 +124,7 @@ public abstract class PhysicsPrimitive : MonoBehaviour
protected void OnInit()
{
m_ID = UIDManager.Acquire();
+ PhysicsWorld.Instance.AddPrimitive(this);
}
protected Color Color_Green = new Color(0,1, 0, 0.5f);
@@ -133,6 +134,19 @@ public abstract class PhysicsPrimitive : MonoBehaviour
[Tooltip("Physics body, leave blank and primitive will be static.")]
[SerializeField]
- protected PhysicsBody m_Body;
+ protected PhysicsBody m_Body;
+
+ public PhysicsBody Body
+ {
+ get
+ {
+ return m_Body;
+ }
+ }
+
+ /// <summary>
+ /// 中心点在本地空间的位置
+ /// </summary>
+ public Vector3 m_Center;
} \ No newline at end of file
diff --git a/Assets/Scripts/Physics/PhysicsWorld.cs b/Assets/Scripts/Physics/PhysicsWorld.cs
index c2397909..7994e14b 100644
--- a/Assets/Scripts/Physics/PhysicsWorld.cs
+++ b/Assets/Scripts/Physics/PhysicsWorld.cs
@@ -12,6 +12,9 @@ public enum PhysicsGroup
Ground, // 地面
Wall, // 墙面
+ HitBox, // hitbox
+ HurtBox, // hurtbox
+
GroupCount,
}
@@ -20,6 +23,7 @@ public enum PhysicsGroup
/// </summary>
public enum PhysicsTag
{
+ Null = 0,
Player = 1, // 从属于玩家
Oponent = 1 << 1, // 从属于对手
}
@@ -28,21 +32,28 @@ public class PhysicsWorld : Singleton<PhysicsWorld>
{
private int m_UpdateRate = 60;
// 重力加速度
- private readonly Vector3 m_Gravity = new Vector3(0, -9.8f, 0);
+ private readonly Vector3 m_Gravity = new Vector3(0, -12f, 0);
// 当前管理的碰撞体
private List<PhysicsPrimitive> m_Primitives = new List<PhysicsPrimitive>();
private float m_TimeCount;
+ private const int _ = 0;
private readonly int[] m_CollisionTable = {
- // wall ground prop character
-/*character*/ 1, 1, 1, 1,
-/*prop */ 1, 1, 0, 0,
-/*ground */ 0, 0, 0, 0,
-/*wall */ 0, 0, 0, 0,
+ // hurtbox hitBox wall ground prop character
+/*character*/ 0, 0, 1, 1, 1, 1,
+/*prop */ 0, 0, 1, 1, 0, _,
+/*ground */ 0, 0, 0, 0, _, _,
+/*wall */ 0, 0, 0, _, _, _,
+/*hitbox */ 1, 0, _, _, _, _,
+/*hurtbox */ 0, _, _, _, _, _,
};
private List<Animator> m_Animators = new List<Animator>();
+ private List<Vector3> m_Contacts = new List<Vector3>();
+
+ private List<PhysicsCollisionInfo> m_CollisionInfo = new List<PhysicsCollisionInfo>();
+
public void Init()
{
m_TimeCount = Time.time;
@@ -85,6 +96,7 @@ public class PhysicsWorld : Singleton<PhysicsWorld>
/// </summary>
public void Update()
{
+ BeforeUpdate();
float preTime = m_TimeCount;
m_TimeCount = Time.time;
float dt = m_TimeCount - preTime;
@@ -94,9 +106,35 @@ public class PhysicsWorld : Singleton<PhysicsWorld>
dt -= 1f / m_UpdateRate;
}
m_TimeCount -= dt;
+ AfterUpdate();
}
- void Tick()
+ // 更新之前
+ private void BeforeUpdate()
+ {
+ m_CollisionInfo.Clear();
+ }
+
+ // 更新之后
+ private void AfterUpdate()
+ {
+
+ }
+
+ public void DrawGizmos()
+ {
+ if (m_Contacts.Count == 0)
+ return;
+
+ for(int i = 0; i < m_Contacts.Count; ++i)
+ {
+ Vector3 center = m_Contacts[i];
+ Gizmos.DrawSphere(center, 0.05f);
+ }
+ }
+
+
+ void Tick()
{
float deltaTime = 1f / m_UpdateRate;
// animator -> OnAnimatorMove() -> physics
@@ -119,32 +157,100 @@ public class PhysicsWorld : Singleton<PhysicsWorld>
// 更新物理系统
void UpdatePrimitives(float deltaTime)
{
+ m_Contacts.Clear();
+
+ PhysicsCollisionInfo info = new PhysicsCollisionInfo();
+
+ // 处理动力学
+ for(int i = 0; i < m_Primitives.Count; ++i)
+ {
+ PhysicsPrimitive prim = m_Primitives[i];
+ HandleDynamics(prim, deltaTime);
+ }
+
+ // 处理碰撞
int groupCount = (int)PhysicsGroup.GroupCount;
for (int i = 0; i < m_Primitives.Count; ++i)
{
PhysicsPrimitive prim1 = m_Primitives[i];
+ if (!prim1.IsActive)
+ continue;
for (int j = i + 1; j < m_Primitives.Count; ++j)
{
PhysicsPrimitive prim2 = m_Primitives[j];
// check collision by group
- int minType = Mathf.Min((int)prim1.Type, (int)prim2.Type);
- int maxType = Mathf.Max((int)prim1.Type, (int)prim2.Type);
- if (m_CollisionTable[minType * groupCount + groupCount - maxType - 1] == 0)
+ int minGroup = Mathf.Min((int)prim1.Group, (int)prim2.Group);
+ int maxGroup = Mathf.Max((int)prim1.Group, (int)prim2.Group);
+ if (m_CollisionTable[minGroup * groupCount + groupCount - maxGroup - 1] == 0)
continue;
// check collision by label
if (prim1.Label == prim2.Label)
continue;
- PhysicsCollisionInfo info;
- if (PhysicsHelper.PrimvsPrim(prim1, prim2, out info))
+ if (PhysicsHelper.PrimvsPrim(prim1, prim2, ref info))
{
- //没有physics body的primitive将不会被移动,只有那些绑定了physics body的会被施加物理效果,比如角色身体、物品
-
+ SolveCollision(prim1, info, deltaTime);
+ SolveCollision(prim2, info, deltaTime);
+ m_CollisionInfo.Add(info);
+ m_Contacts.Add(info.contact);
}
}
}
}
+ //没有physics body的primitive将不会被移动,只有那些绑定了physics body的会被施加物理效果,比如角色身体、物品
+ void HandleDynamics(PhysicsPrimitive prim, float dt)
+ {
+ PhysicsBody body = prim.Body;
+ if (body == null)
+ return;
+ if (!body.UseGravity)
+ return;
+
+ Vector3 position = body.transform.position;
+
+ Vector3 velocity = body.Velocity;
+ velocity += m_Gravity * dt;
+ body.Velocity = velocity;
+
+ position += velocity * dt;
+
+ body.transform.position = position;
+ }
+
+ void SolveCollision(PhysicsPrimitive prim, PhysicsCollisionInfo collision, float dt)
+ {
+ PhysicsBody body = prim.Body;
+ if (body == null)
+ return;
+ if (!body.UseGravity)
+ return;
+ Vector3 contact = collision.contact;
+ Vector3 dir = (prim.Position - contact).normalized;
+ dir.z = 0;
+
+ float mag = Mathf.Max(0.3f, body.Velocity.magnitude);
+
+ Vector3 position = body.transform.position;
+ position += mag * dir * dt;
+ body.Velocity = Vector3.zero;
+ body.transform.position = position;
+ }
+
+ // prim在当前帧是否有碰撞
+ public bool HasCollision(PhysicsPrimitive prim)
+ {
+ for(int i = 0; i < m_CollisionInfo.Count; ++i)
+ {
+ PhysicsCollisionInfo info = m_CollisionInfo[i];
+ if(info.prim1 == prim || info.prim2 == prim)
+ {
+ return true;
+ }
+ }
+ return false;
+ }
+
} \ No newline at end of file
diff --git a/Assets/Scripts/Test/ArmorSoldierScript.cs b/Assets/Scripts/Test/ArmorSoldierScript.cs
new file mode 100644
index 00000000..e4b051e1
--- /dev/null
+++ b/Assets/Scripts/Test/ArmorSoldierScript.cs
@@ -0,0 +1,37 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ArmorSoldierScript : MonoBehaviour
+{
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+
+ private void OnAnimatorMove()
+ {
+ Animator animator = GetComponent<Animator>();
+
+ // animator.deltaPosition和animator.deltaRotation是animator做的root motion后的结果
+ // 在后面做一个硬性约束z=0,将角色限制在z=0平面上
+ if (animator)
+ {
+ Vector3 position = transform.position;
+ position.x += animator.deltaPosition.x;
+ position.y += animator.deltaPosition.y;
+ transform.position = position;
+
+ // animation clip导入设置旋转一般上设置为baked inpose,不需要手动限制
+ transform.rotation *= animator.deltaRotation;
+ }
+ }
+
+}
diff --git a/Assets/Scripts/Test/ArmorSoldierScript.cs.meta b/Assets/Scripts/Test/ArmorSoldierScript.cs.meta
new file mode 100644
index 00000000..eeb0f056
--- /dev/null
+++ b/Assets/Scripts/Test/ArmorSoldierScript.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 6c58b0c0555555e4c9fbd344b5162103
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Test/SaionjiScript.cs b/Assets/Scripts/Test/SaionjiScript.cs
index bba87e17..7fac11f3 100644
--- a/Assets/Scripts/Test/SaionjiScript.cs
+++ b/Assets/Scripts/Test/SaionjiScript.cs
@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
-public partial class SaionjiScript : MonoBehaviour
+public partial class SaionjiScript : MonoBehaviour, IInteractable
{
HitBoxTest hitbox;
Animator animator;
diff --git a/Assets/Scripts/Test/SaionjiScript_Ability.cs b/Assets/Scripts/Test/SaionjiScript_Ability.cs
index 785b93b0..2ed956ef 100644
--- a/Assets/Scripts/Test/SaionjiScript_Ability.cs
+++ b/Assets/Scripts/Test/SaionjiScript_Ability.cs
@@ -96,6 +96,8 @@ public partial class SaionjiScript : MonoBehaviour
ConditionCommandSeq condDRC = new ConditionCommandSeq(new List<GamepadButton> { GamepadButton.Down, GamepadButton.Right, GamepadButton.Circle}, 1f);
ConditionCommandSeq condDLC = new ConditionCommandSeq(new List<GamepadButton> { GamepadButton.Down, GamepadButton.Left, GamepadButton.Circle}, 1f);
+ ConditionHit condIsHit = new ConditionHit(this);
+
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// common triggers
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -170,6 +172,8 @@ public partial class SaionjiScript : MonoBehaviour
attk1.AddTrigger(trigger);
attk1.AddTrigger(triggerTurnRight);
attk1.AddTrigger(triggerTurnLeft);
+ trigger = new Trigger(condIsHit, new ActionLog("hit!!!"));
+ attk1.AddLateTrigger(trigger);
//ConditionAnimRange condAttkRushGhostRange = new ConditionAnimRange(animator, 0f, 0.8f);
//trigger = new Trigger(condAttkRushGhostRange, enableGhost, false);
diff --git a/Assets/Scripts/Test/SaionjiScript_Physics.cs b/Assets/Scripts/Test/SaionjiScript_Physics.cs
new file mode 100644
index 00000000..87794998
--- /dev/null
+++ b/Assets/Scripts/Test/SaionjiScript_Physics.cs
@@ -0,0 +1,41 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public partial class SaionjiScript : MonoBehaviour, IInteractable
+{
+ public PhysicsBox m_Hitbox;
+ public PhysicsBox m_Hurtbox;
+
+ public PhysicsPrimitive[] GetAllPrimitive()
+ {
+ throw new System.NotImplementedException();
+ }
+
+ public PhysicsBox GetHitbox()
+ {
+ throw new System.NotImplementedException();
+ }
+
+ public PhysicsBox GetHurtbox()
+ {
+ throw new System.NotImplementedException();
+ }
+
+ public PhysicsPrimitive[] GetAllHit()
+ {
+ throw new System.NotImplementedException();
+ }
+
+ public bool IsHit()
+ {
+ bool isHit = PhysicsWorld.Instance.HasCollision(m_Hitbox);
+ return isHit;
+ }
+
+ public bool IsHurt()
+ {
+ bool isHurt = PhysicsWorld.Instance.HasCollision(m_Hurtbox);
+ return isHurt;
+ }
+}
diff --git a/Assets/Scripts/Test/SaionjiScript_Physics.cs.meta b/Assets/Scripts/Test/SaionjiScript_Physics.cs.meta
new file mode 100644
index 00000000..6dec949e
--- /dev/null
+++ b/Assets/Scripts/Test/SaionjiScript_Physics.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 8efe5825ad2d8454f9bbbeefdd4333f0
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant: