diff options
Diffstat (limited to 'Assets/Scripts/Unit')
-rw-r--r-- | Assets/Scripts/Unit/AnimationData.cs | 2 | ||||
-rw-r--r-- | Assets/Scripts/Unit/Components/UnitState/PCState_Event.cs | 11 | ||||
-rw-r--r-- | Assets/Scripts/Unit/Components/UnitState/PCState_States.cs | 33 | ||||
-rw-r--r-- | Assets/Scripts/Unit/Components/UnitState/UnitState.cs | 12 | ||||
-rw-r--r-- | Assets/Scripts/Unit/Events/EventUnit_SetPosition.cs | 23 | ||||
-rw-r--r-- | Assets/Scripts/Unit/Events/EventUnit_SetPosition.cs.meta | 11 | ||||
-rw-r--r-- | Assets/Scripts/Unit/TimelineEventProxy.cs | 9 | ||||
-rw-r--r-- | Assets/Scripts/Unit/UnitRootMotion.cs | 6 |
8 files changed, 92 insertions, 15 deletions
diff --git a/Assets/Scripts/Unit/AnimationData.cs b/Assets/Scripts/Unit/AnimationData.cs index c62e35fc..04a5fbb3 100644 --- a/Assets/Scripts/Unit/AnimationData.cs +++ b/Assets/Scripts/Unit/AnimationData.cs @@ -84,6 +84,8 @@ public enum EAnimationProperty TransitionInDuration = 3, // 过渡到这个动作的时间
TransitionOutDuration = 5, // 过渡到下一个动作的时间
CanBeInterrupted = 4, // 是否可以被打断
+ ORMEnforcement = 6, // 限制Y坐标的rootmotion不能小于0,仅限override rootmotion
+ Endpoint = 7, // 结束点,范围[0-1],如果只截取动作的一部分,用这个属性设置
}
[Serializable]
diff --git a/Assets/Scripts/Unit/Components/UnitState/PCState_Event.cs b/Assets/Scripts/Unit/Components/UnitState/PCState_Event.cs index b5c0833f..73c65a0c 100644 --- a/Assets/Scripts/Unit/Components/UnitState/PCState_Event.cs +++ b/Assets/Scripts/Unit/Components/UnitState/PCState_Event.cs @@ -5,8 +5,19 @@ using UnityEngine; public partial class PCState : UnitState
{
+
void OnTimeLineEvent(AnimationEventBase animEvent)
{
+ if(animEvent is EventUnit_SetPosition)
+ {
+ EventUnit_SetPosition setPos = animEvent as EventUnit_SetPosition;
+ Vector3 pos = owner.transform.position;
+ if(setPos.setY)
+ {
+ pos.y = setPos.y;
+ }
+ owner.transform.position = pos;
+ }
}
diff --git a/Assets/Scripts/Unit/Components/UnitState/PCState_States.cs b/Assets/Scripts/Unit/Components/UnitState/PCState_States.cs index 2cfaf876..14d62c87 100644 --- a/Assets/Scripts/Unit/Components/UnitState/PCState_States.cs +++ b/Assets/Scripts/Unit/Components/UnitState/PCState_States.cs @@ -43,14 +43,9 @@ public partial class PCState : UnitState IEnumerator Idle(IdleParam param) {
- //if (m_Owner.isInAir) // 浮空切换到landing
- //{
- // ChangeState(EUnitState.Landing, new LandingParam());
- //}
- //else // idle
- //{
- m_Owner.SetYPosition(0);
m_Owner.pcAnimation.AnimIdle();
+ yield return new WaitForTransitionDone(owner.unitAnimation);
+ m_Owner.SetYPosition(0);
while (true)
{
if (Input.GetKeyDown("j"))
@@ -81,7 +76,6 @@ public partial class PCState : UnitState }
yield return null;
} - //} } void OnIdleExit(EUnitState nextState) @@ -106,7 +100,11 @@ public partial class PCState : UnitState //if (Input.GetKey(param.key)) m_Owner.pcAnimation.AnimMove(); while (Input.GetKey(param.key)) - { + {
+ if (Input.GetKeyDown("u"))
+ {
+ ChangeState(EUnitState.AttackToAir, new SkillParam());
+ }
yield return null; } ChangeState(EUnitState.Idle, new IdleParam()); @@ -188,7 +186,7 @@ public partial class PCState : UnitState }
}
- if (isAnimationReachEnd) + if (isAnimationReachEnd || isAnimationReachEndPoint) { ChangeState(EUnitState.Landing, new LandingParam()); }
@@ -334,9 +332,13 @@ public partial class PCState : UnitState while (true) { Vector3 pos = m_Owner.transform.position; - vy += g * Time.deltaTime; - pos.y += vy * Time.deltaTime; - pos.y = Mathf.Max(0, pos.y);
+ + if(!landingGround)
+ {
+ vy += g * Time.deltaTime;
+ pos.y += vy * Time.deltaTime;
+ pos.y = Mathf.Max(0, pos.y);
+ } TryDash(); @@ -352,13 +354,16 @@ public partial class PCState : UnitState TurnAround(true); pos.x += vx * Time.deltaTime; } + if (Input.GetKeyDown("j"))
{
ChangeState(EUnitState.AirAttack, new SkillParam());
} + m_Owner.transform.position = pos; + if (pos.y > 0 && pos.y <= 1 && !landingGround) - { + {
landingGround = true; m_Owner.pcAnimation.AnimLandingGround(); } diff --git a/Assets/Scripts/Unit/Components/UnitState/UnitState.cs b/Assets/Scripts/Unit/Components/UnitState/UnitState.cs index b94a98df..ff42c2be 100644 --- a/Assets/Scripts/Unit/Components/UnitState/UnitState.cs +++ b/Assets/Scripts/Unit/Components/UnitState/UnitState.cs @@ -17,6 +17,18 @@ public class UnitState : UnitComponent }
} + // 如果设置了endpoint属性,检查是否到了endpoint + public virtual bool isAnimationReachEndPoint
+ {
+ get
+ {
+ var layer = owner.unitAnimation.baseLayer;
+ if (!layer.animationData.HasProperty(EAnimationProperty.Endpoint))
+ return false;
+ return layer.playbackNormalizedTime >= layer.animationData.GetProperty(EAnimationProperty.Endpoint);
+ }
+ } + public virtual bool isComboOpen
{
get
diff --git a/Assets/Scripts/Unit/Events/EventUnit_SetPosition.cs b/Assets/Scripts/Unit/Events/EventUnit_SetPosition.cs new file mode 100644 index 00000000..2298492b --- /dev/null +++ b/Assets/Scripts/Unit/Events/EventUnit_SetPosition.cs @@ -0,0 +1,23 @@ +using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class EventUnit_SetPosition : AnimationEventBase
+{
+ public override TimelineEventProxy.EEventType type => TimelineEventProxy.EEventType.EventUnit_SetPosition;
+
+ public override string shortName => "P";
+
+ public bool setX;
+ [If("setX")]
+ public float x;
+
+ public bool setY;
+ [If("setY")]
+ public float y;
+
+ public bool setZ;
+ [If("setZ")]
+ public float z;
+
+}
diff --git a/Assets/Scripts/Unit/Events/EventUnit_SetPosition.cs.meta b/Assets/Scripts/Unit/Events/EventUnit_SetPosition.cs.meta new file mode 100644 index 00000000..d7ccb476 --- /dev/null +++ b/Assets/Scripts/Unit/Events/EventUnit_SetPosition.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7b8952562a0fbae41a92bd6c1f897ca1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Unit/TimelineEventProxy.cs b/Assets/Scripts/Unit/TimelineEventProxy.cs index 10dae57d..e3ce605e 100644 --- a/Assets/Scripts/Unit/TimelineEventProxy.cs +++ b/Assets/Scripts/Unit/TimelineEventProxy.cs @@ -54,6 +54,8 @@ public partial class TimelineEventProxy EventCamera_Blur, // 相机模糊 EventCamera_WhiteOut, // 相机白屏 + EventUnit_SetPosition, // 设置位置 + EventMesh_AfterImage, // 角色残像
EventMesh_AfterImageStop, // 角色残像停止事件
EventMesh_FadeIn, // 角色透明度 @@ -253,6 +255,11 @@ public partial class TimelineEventProxy }
- #endregion + void EventUnit_SetPosition(AnimationEventBase animEvent)
+ {
+ // 在unitState回调里处理
+ }
+
+ #endregion }
\ No newline at end of file diff --git a/Assets/Scripts/Unit/UnitRootMotion.cs b/Assets/Scripts/Unit/UnitRootMotion.cs index 98789725..5234daab 100644 --- a/Assets/Scripts/Unit/UnitRootMotion.cs +++ b/Assets/Scripts/Unit/UnitRootMotion.cs @@ -97,7 +97,13 @@ public class UnitRootMotion : UnitComponent m_PrevFrame = frame;
Vector3 dest = rmData.GetRootMotionDistance(m_PrevFrame, frame);
Vector3 realDest = m_Owner.transform.rotation * dest;
+ if(animData.GetProperty(EAnimationProperty.ORMEnforcement) != 0)
+ {
+ if(m_Owner.transform.position.y + realDest.y < 0)
+ realDest.y = 0;
+ }
m_Owner.transform.position += realDest;
+
m_PrevFrame = frame;
}
else
|