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Diffstat (limited to 'Assets/Scripts/Avatar/States/JumpState.cs')
-rw-r--r--Assets/Scripts/Avatar/States/JumpState.cs263
1 files changed, 263 insertions, 0 deletions
diff --git a/Assets/Scripts/Avatar/States/JumpState.cs b/Assets/Scripts/Avatar/States/JumpState.cs
new file mode 100644
index 00000000..1e172358
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+++ b/Assets/Scripts/Avatar/States/JumpState.cs
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+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public struct JumpStateConfig
+{
+ 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 bool skipStart; //没有准备动作
+}
+
+public class JumpState : StateBase
+{
+ public enum Direction
+ {
+ None,
+ Neutral,
+ Forward,
+ Backward
+ }
+
+ public enum Stage
+ {
+ None,
+ 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;
+ Stage m_CurStage;
+ int m_CurUpMotion;
+ int m_CurDownMotion;
+ Vector3 m_CurInitVelocity;
+
+ public Stage CurStage
+ {
+ get
+ {
+ return m_CurStage;
+ }
+ }
+
+ public Direction CurDirection
+ {
+ get
+ {
+ return m_Dir;
+ }
+ }
+
+ private List<Trigger> m_Triggers = new List<Trigger>();
+
+ bool m_SkipStart;
+
+ public JumpState(JumpStateConfig 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
+ m_SkipStart = config.skipStart;
+ }
+
+ public void SetDir(Direction dir)
+ {
+ m_Dir = dir;
+ }
+
+ public override void OnEnter()
+ {
+ base.OnEnter();
+
+ m_CurAnim = 0;
+
+ switch(m_Dir)
+ {
+ case Direction.Neutral:
+ m_CurUpMotion = m_AnimJumpNeutralUpwards;
+ m_CurDownMotion = m_AnimJumpNeutralDownwards;
+ m_CurInitVelocity = new Vector3(0, m_NeutralJumpSpeedY, 0);
+ break;
+ case Direction.Forward:
+ m_CurUpMotion = m_AnimJumpFwdUpwards;
+ m_CurDownMotion = m_AnimJumpFwdDownwards;
+ m_CurInitVelocity = new Vector3(m_FowardJumpSpeedX, m_NeutralJumpSpeedY, 0);
+ break;
+ case Direction.Backward:
+ m_CurUpMotion = m_AnimJumpBackUpwards;
+ m_CurDownMotion = m_AnimJumpBackDownwards;
+ m_CurInitVelocity = new Vector3(m_BackwardJumpSpeedX, m_NeutralJumpSpeedY, 0);
+ break;
+ }
+
+ bool isOnGround = m_Collider.IsOnGround;
+ bool isUp = m_Body.Velocity.y > 0;
+ bool isDown = m_Body.Velocity.y < 0;
+ bool isFreeFall = Mathf.Approximately(m_Body.Velocity.y, 0);
+
+ if (isOnGround && !m_SkipStart)
+ m_CurStage = Stage.Ready;
+ else if (isUp || isOnGround && m_SkipStart)
+ m_CurStage = Stage.Up;
+ else if (isDown || isFreeFall)
+ m_CurStage = Stage.Down;
+ }
+
+ public override void OnUpdate()
+ {
+ foreach (var stateTrigger in m_Triggers)
+ {
+ if (stateTrigger.Update() && stateTrigger.Swallow)
+ return;
+ }
+
+ AnimatorStateInfo motionInfo = m_Animator.GetCurrentAnimatorStateInfo(0);
+
+ switch (m_CurStage)
+ {
+ case Stage.Ready:
+ if(m_CurAnim != m_AnimJumpStart)
+ {
+ m_Animator.CrossFade(m_AnimJumpStart, 0.2f);
+ m_CurAnim = m_AnimJumpStart;
+ }
+ if(motionInfo.shortNameHash == m_AnimJumpStart && motionInfo.normalizedTime >= 1f)
+ {
+ m_CurStage = Stage.Up;
+ }
+ break;
+ case Stage.Up:
+ if(m_CurAnim != m_CurUpMotion)
+ {
+ m_Body.LocalVelocity = m_CurInitVelocity;
+ m_Animator.CrossFade(m_CurUpMotion, 0.05f);
+ m_CurAnim = m_CurUpMotion;
+ }
+ if(m_Body.Velocity.y < 0)
+ {
+ m_CurStage = Stage.Down;
+ }
+ break;
+ case Stage.Down:
+ if(m_CurAnim != m_CurDownMotion)
+ {
+ m_Animator.CrossFade(m_CurDownMotion, 0.5f);
+ m_CurAnim = m_CurDownMotion;
+ }
+ if(m_Collider.IsOnGround)
+ {
+ m_CurStage = Stage.End;
+ }
+ break;
+ case Stage.End:
+ if(m_CurAnim != m_AnimJumpEnd)
+ {
+ m_Animator.CrossFade(m_AnimJumpEnd, 0.2f);
+ m_CurAnim = m_AnimJumpEnd;
+ }
+ break;
+ }
+ }
+
+ public override void OnPhysicsUpdate()
+ {
+ base.OnPhysicsUpdate();
+ }
+
+ /// <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>
+ /// 结束
+ /// </summary>
+ /// <returns></returns>
+ public bool IsJumpDone(float t = 1f)
+ {
+ if (m_CurStage == Stage.End)
+ {
+ AnimatorStateInfo state = m_Animator.GetCurrentAnimatorStateInfo(0);
+ return state.shortNameHash == m_AnimJumpEnd && state.normalizedTime >= t;
+ }
+
+ return false;
+ }
+
+ /// <summary>
+ /// 着地
+ /// </summary>
+ /// <returns></returns>
+ public bool IsJumpGround()
+ {
+ return m_CurStage == Stage.End && m_Collider.IsOnGround;
+ }
+
+ public void AddTrigger(Trigger trigger)
+ {
+ if (trigger == null || m_Triggers.Contains(trigger))
+ return;
+ m_Triggers.Add(trigger);
+ }
+
+} \ No newline at end of file