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Diffstat (limited to 'Assets/Scripts/AbilitySystem/Abilities/JumpAbility.cs')
-rw-r--r--Assets/Scripts/AbilitySystem/Abilities/JumpAbility.cs218
1 files changed, 217 insertions, 1 deletions
diff --git a/Assets/Scripts/AbilitySystem/Abilities/JumpAbility.cs b/Assets/Scripts/AbilitySystem/Abilities/JumpAbility.cs
index 4b8e5381..b6615516 100644
--- a/Assets/Scripts/AbilitySystem/Abilities/JumpAbility.cs
+++ b/Assets/Scripts/AbilitySystem/Abilities/JumpAbility.cs
@@ -2,10 +2,226 @@
using System.Collections.Generic;
using UnityEngine;
+public struct JumpAbilityConfig
+{
+ public PhysicsBody body;
+ public PhysicsPrimitive collider;
+ public Animator animator;
+
+ public float neutralJumpSpeedY; // 垂直跳跃的基础速度
+ public float fowardJumpSpeedX; // 向前跳跃的水平速度
+ public float backwardJumpSpeedX; // 向后跳跃的水平速度(一般来说是负值)
+
+ public int animJump;
+ public int animNU;
+ public int animFU;
+ public int animBU;
+ public int animND;
+ public int animFD;
+ public int animBD;
+ public int animJumpEnd;
+}
+
public class JumpAbility : AbilityBase
{
- Animator m_Animator;
+ public enum Direction
+ {
+ Neutral,
+ Forward,
+ Backward
+ }
+
+ private enum State
+ {
+ Ready,
+ Up,
+ Down,
+ End,
+ }
+ Direction m_Dir;
+ PhysicsBody m_Body;
+ PhysicsPrimitive m_Collider;
+ Animator m_Animator;
+
+ public float m_NeutralJumpSpeedY; // 垂直跳跃的基础速度
+ public float m_FowardJumpSpeedX; // 向前跳跃的水平速度
+ public float m_BackwardJumpSpeedX; // 向后跳跃的水平速度(一般来说是负值)
+
+ // jump motions
+ int m_AnimJumpStart; // on ground
+ int m_AnimJumpNeutralUpwards;
+ int m_AnimJumpNeutralDownwards;
+ int m_AnimJumpFwdUpwards;
+ int m_AnimJumpFwdDownwards;
+ int m_AnimJumpBackUpwards;
+ int m_AnimJumpBackDownwards;
+ int m_AnimJumpEnd; // on ground again
+
+ int m_CurAnim;
+ State m_CurState;
+
+ private List<Trigger> m_Triggers = new List<Trigger>();
+
+ public JumpAbility(JumpAbilityConfig config)
+ {
+ m_Body = config.body;
+ m_Collider = config.collider;
+ m_Animator = config.animator;
+ m_NeutralJumpSpeedY = config.neutralJumpSpeedY;
+ m_FowardJumpSpeedX = config.fowardJumpSpeedX;
+ m_BackwardJumpSpeedX = config.backwardJumpSpeedX;
+ m_AnimJumpStart = config.animJump;
+ m_AnimJumpNeutralUpwards = config.animNU;
+ m_AnimJumpNeutralDownwards = config.animND;
+ m_AnimJumpFwdUpwards = config.animFU;
+ m_AnimJumpFwdDownwards = config.animFD;
+ m_AnimJumpBackUpwards = config.animBU;
+ m_AnimJumpBackDownwards = config.animBD;
+ m_AnimJumpEnd = config.animJumpEnd; // on ground again
+ }
+
+ public void SetDir(Direction dir)
+ {
+ m_Dir = dir;
+ }
+
+ public override void OnEnter()
+ {
+ base.OnEnter();
+
+ m_CurAnim = 0;
+ OnUpdate();
+ }
+
+ public override void OnUpdate()
+ {
+
+ AnimatorStateInfo state = m_Animator.GetCurrentAnimatorStateInfo(0);
+
+ bool onGround = m_Collider.IsOnGround;
+
+ float fadeDuration = 0.2f;
+
+ if (onGround && m_CurAnim == m_AnimJumpNeutralDownwards && m_CurAnim != m_AnimJumpEnd)
+ {
+ m_Animator.CrossFade(m_AnimJumpEnd, 0);
+ m_CurAnim = m_AnimJumpEnd;
+ }
+
+ foreach (var abilityTrigger in m_Triggers)
+ {
+ if (abilityTrigger.Update() && abilityTrigger.Swallow)
+ return ;
+ }
+
+ if(onGround && m_CurAnim != m_AnimJumpStart && m_CurAnim != m_AnimJumpEnd)
+ {
+ m_Animator.CrossFade(m_AnimJumpStart, 0.1f);
+ m_CurAnim = m_AnimJumpStart;
+ return;
+ }
+
+ if(onGround && m_CurAnim == m_AnimJumpStart && state.normalizedTime >= 1f)
+ {
+ if (m_Dir == Direction.Neutral)
+ m_Body.LocalVelocity = new Vector3(0, m_NeutralJumpSpeedY,0);
+ else if(m_Dir == Direction.Forward)
+ m_Body.LocalVelocity = new Vector3(m_FowardJumpSpeedX, m_NeutralJumpSpeedY, 0);
+ else if(m_Dir == Direction.Backward)
+ m_Body.LocalVelocity = new Vector3(m_BackwardJumpSpeedX, m_NeutralJumpSpeedY, 0);
+ }
+
+ bool neutral = Mathf.Approximately(m_Body.LocalVelocity.x, 0);
+ //bool forward = m_Body.LocalVelocity.x > 0;
+ //bool backward = m_Body.LocalVelocity.x < 0;
+ bool forward = m_Dir == Direction.Forward;
+ bool backward = m_Dir == Direction.Backward;
+
+ bool upward = m_Body.LocalVelocity.y > 0;
+ bool downward = m_Body.LocalVelocity.y < 0;
+
+ if (neutral && upward && m_CurAnim != m_AnimJumpNeutralUpwards)
+ {
+ m_Animator.CrossFade(m_AnimJumpNeutralUpwards, fadeDuration);
+ m_CurAnim = m_AnimJumpNeutralUpwards;
+ }
+ else if (forward && upward && m_CurAnim != m_AnimJumpFwdUpwards)
+ {
+ m_Animator.CrossFade(m_AnimJumpFwdUpwards, fadeDuration);
+ m_CurAnim = m_AnimJumpFwdUpwards;
+ }
+ else if (backward && upward && m_CurAnim != m_AnimJumpBackUpwards)
+ {
+ m_Animator.CrossFade(m_AnimJumpBackUpwards, fadeDuration);
+ m_CurAnim = m_AnimJumpBackUpwards;
+ }
+ else if (neutral && downward && m_CurAnim != m_AnimJumpNeutralDownwards)
+ {
+ m_Animator.CrossFade(m_AnimJumpNeutralDownwards, fadeDuration);
+ m_CurAnim = m_AnimJumpNeutralDownwards;
+ }
+ else if (forward && downward && m_CurAnim != m_AnimJumpFwdDownwards)
+ {
+ m_Animator.CrossFade(m_AnimJumpFwdDownwards, fadeDuration);
+ m_CurAnim = m_AnimJumpFwdDownwards;
+ }
+ else if (backward && downward && m_CurAnim != m_AnimJumpBackDownwards)
+ {
+ m_Animator.CrossFade(m_AnimJumpBackDownwards, fadeDuration);
+ m_CurAnim = m_AnimJumpBackDownwards;
+ }
+
+ }
+
+ public override void OnLateUpdate()
+ {
+ base.OnLateUpdate();
+ }
+
+ /// <summary>
+ /// 跳跃准备动作已经完毕
+ /// </summary>
+ /// <returns></returns>
+ public bool IsJumpReady()
+ {
+ if (m_CurAnim != m_AnimJumpStart)
+ return false;
+
+ AnimatorStateInfo state = m_Animator.GetCurrentAnimatorStateInfo(0);
+ if (state.shortNameHash == m_CurAnim && state.normalizedTime >= 1f)
+ return true;
+
+ return false;
+ }
+
+ /// <summary>
+ /// 着地
+ /// </summary>
+ /// <returns></returns>
+ public bool IsJumpDone()
+ {
+ bool onGround = m_Collider.IsOnGround;
+ if (!onGround)
+ return false;
+
+ if (m_CurAnim == m_AnimJumpEnd)
+ {
+ AnimatorStateInfo state = m_Animator.GetCurrentAnimatorStateInfo(0);
+ return state.shortNameHash == m_AnimJumpEnd && state.normalizedTime >= 1f;
+ }
+
+ return false;
+ }
+
+ public void AddTrigger(Trigger trigger)
+ {
+ if (trigger == null || m_Triggers.Contains(trigger))
+ return;
+ m_Triggers.Add(trigger);
+ }
+
+
} \ No newline at end of file