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-rw-r--r--Assets/Scripts/Unit/AnimationData.cs1
-rw-r--r--Assets/Scripts/Unit/Collider/ColliderBox_Hurtbox.cs5
-rw-r--r--Assets/Scripts/Unit/Collider/ColliderData.cs2
-rw-r--r--Assets/Scripts/Unit/Component/UnitAnimation.cs35
-rw-r--r--Assets/Scripts/Unit/Component/UnitState.cs135
-rw-r--r--Assets/Scripts/Unit/RootMotion/RootMotionData.cs12
-rw-r--r--Assets/Scripts/Unit/UnitRootMotion.cs6
7 files changed, 170 insertions, 26 deletions
diff --git a/Assets/Scripts/Unit/AnimationData.cs b/Assets/Scripts/Unit/AnimationData.cs
index 32845da1..4d229346 100644
--- a/Assets/Scripts/Unit/AnimationData.cs
+++ b/Assets/Scripts/Unit/AnimationData.cs
@@ -12,6 +12,7 @@ public enum EAnimationToogle
{
Combo = 0, // 连击
SuperArmor = 1, //霸体
+ Break = 2, // 打断
}
[Serializable]
diff --git a/Assets/Scripts/Unit/Collider/ColliderBox_Hurtbox.cs b/Assets/Scripts/Unit/Collider/ColliderBox_Hurtbox.cs
index 62c61006..788b457a 100644
--- a/Assets/Scripts/Unit/Collider/ColliderBox_Hurtbox.cs
+++ b/Assets/Scripts/Unit/Collider/ColliderBox_Hurtbox.cs
@@ -1,7 +1,4 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
+using UnityEngine;
public partial class ColliderBox
{
diff --git a/Assets/Scripts/Unit/Collider/ColliderData.cs b/Assets/Scripts/Unit/Collider/ColliderData.cs
index 4c8e5bed..58743aff 100644
--- a/Assets/Scripts/Unit/Collider/ColliderData.cs
+++ b/Assets/Scripts/Unit/Collider/ColliderData.cs
@@ -101,7 +101,7 @@ public class ColliderData
frame.frame = frameIndex;
frame.active = true;
frame.position = Vector3.zero;
- frame.size = new Vector3(1,1,0.5f);
+ frame.size = new Vector3(0.5f,1,1);
frames.Add(frame);
frames.Sort((a, b) => {
if (a == null)
diff --git a/Assets/Scripts/Unit/Component/UnitAnimation.cs b/Assets/Scripts/Unit/Component/UnitAnimation.cs
index a6a7f3eb..4532023d 100644
--- a/Assets/Scripts/Unit/Component/UnitAnimation.cs
+++ b/Assets/Scripts/Unit/Component/UnitAnimation.cs
@@ -286,6 +286,9 @@ public class UnitAnimation : UnitComponent
public AnimatorLayerInfo[] layers { get { return m_LayerInfo; } }
private readonly AnimatorLayerInfo[] m_LayerInfo = new AnimatorLayerInfo[(int)ELayer.Count];
+ public bool applyRootMotion { get; set; }// 动态设置root motion
+ public bool applyRootCurve { get; set; } // 程序生成的root motion
+
public bool isInTransition
{
get
@@ -309,6 +312,8 @@ public class UnitAnimation : UnitComponent
{
LogHelper.LogError("没有挂Animator组件");
}
+
+ applyRootMotion = true;
}
public override void OnUpdate()
@@ -317,8 +322,12 @@ public class UnitAnimation : UnitComponent
UpdateLayer();
UpdateAnimation();
- UpdateRootMotion();
- }
+
+ if(applyRootMotion)
+ UpdateRootMotion();
+ if(applyRootCurve)
+ UpdateRootCurve();
+ }
void UpdateLayer()
{
@@ -342,7 +351,13 @@ public class UnitAnimation : UnitComponent
m_Owner.unitRootMotion.UpdateRootMotion();
}
- public void AnimIdle()
+ void UpdateRootCurve()
+ {
+
+ }
+
+
+ public void AnimIdle()
{
#if ANIM_CROSS_FADE
m_Animator.CrossFade("Idle", 0.2f, 0);
@@ -394,7 +409,19 @@ public class UnitAnimation : UnitComponent
#endif
}
- public void AnimLanding()
+ public void AnimAirDash()
+ {
+ if (layers[0].stateInfo.IsName("AirDash"))
+ {
+ m_Animator.Play("AirDash", 0, 0);
+ }
+ else
+ {
+ m_Animator.CrossFade("AirDash", 0.05f);
+ }
+ }
+
+ public void AnimLanding()
{
#if ANIM_CROSS_FADE
m_Animator.CrossFade("Landing", 0.05f);
diff --git a/Assets/Scripts/Unit/Component/UnitState.cs b/Assets/Scripts/Unit/Component/UnitState.cs
index 7a731b02..bc934f43 100644
--- a/Assets/Scripts/Unit/Component/UnitState.cs
+++ b/Assets/Scripts/Unit/Component/UnitState.cs
@@ -20,6 +20,7 @@ public class UnitState : UnitComponent
//
Attack ,
AirAttack ,
+ AirDash ,
//
HitAir ,
HitAirHit ,
@@ -63,6 +64,11 @@ public class UnitState : UnitComponent
}
+ public struct AirDashParam
+ {
+
+ }
+
public struct JumpParam
{ }
@@ -114,6 +120,21 @@ public class UnitState : UnitComponent
IEnumerator Nein() { yield break; }
void OnNienExit(EUnitState nextState) { }
+ public void TurnAround(bool bRight)
+ {
+ m_Owner.transform.rotation = Quaternion.Euler(0, bRight ? 0 : 180, 0);
+ }
+
+ public void TurnLeft()
+ {
+ TurnAround(false);
+ }
+
+ public void TurnRight()
+ {
+ TurnAround(true);
+ }
+
#region Idle
IEnumerator Idle(IdleParam param)
@@ -212,14 +233,36 @@ public class UnitState : UnitComponent
yield return null; // 等待animator更新
while (true)
{
- bool canAttack = m_Owner.unitAnimation.layers[0].IsToggleOpen(EAnimationToogle.Combo);
- if(canAttack && Input.GetKeyDown("j") )
- {
- ++id;
- m_Owner.unitAnimation.AnimAirAttack(id);
- yield return null; // 等待animator更新
- yield return new WaitForTransitionDone(m_Owner.unitAnimation);
- }
+ bool canCombo = m_Owner.unitAnimation.layers[0].IsToggleOpen(EAnimationToogle.Combo);
+ if(canCombo)
+ {
+ if (InputManager.Instance.TryCommand(0.5f, KeyCode.A, KeyCode.A))
+ {
+ TurnLeft();
+ ChangeState(EUnitState.AirDash, new AirDashParam());
+ }
+ if (InputManager.Instance.TryCommand(0.5f, KeyCode.D, KeyCode.D))
+ {
+ TurnRight();
+ ChangeState(EUnitState.AirDash, new AirDashParam());
+ }
+
+ if (Input.GetKeyDown("j"))
+ {
+ if (Input.GetKey("a"))
+ {
+ TurnAround(false);
+ }
+ if (Input.GetKey("d"))
+ {
+ TurnAround(true);
+ }
+ ++id;
+ m_Owner.unitAnimation.AnimAirAttack(id);
+ yield return null; // 等待animator更新
+ yield return new WaitForTransitionDone(m_Owner.unitAnimation);
+ }
+ }
bool reachEnd = m_Owner.unitAnimation.layers[0].playbackNomralizedTime == 1;
if (reachEnd)
@@ -236,11 +279,63 @@ public class UnitState : UnitComponent
}
- #endregion
+ #endregion
+
+ #region AirDash
+
+ IEnumerator AirDash(AirDashParam param)
+ {
+ m_Owner.unitAnimation.AnimAirDash();
+ yield return null;
+ while(true)
+ {
+ bool reachEnd = m_Owner.unitAnimation.layers[0].playbackNomralizedTime == 1;
+ if (reachEnd)
+ {
+ ChangeState(EUnitState.Landing, new LandingParam());
+ }
+
+ bool canCombo = m_Owner.unitAnimation.layers[0].IsToggleOpen(EAnimationToogle.Combo);
+ if(canCombo)
+ {
+ if (InputManager.Instance.TryCommand(0.5f, KeyCode.A, KeyCode.A))
+ {
+ TurnLeft();
+ m_Owner.unitAnimation.AnimAirDash();
+ }
+ if (InputManager.Instance.TryCommand(0.5f, KeyCode.D, KeyCode.D))
+ {
+ TurnRight();
+ m_Owner.unitAnimation.AnimAirDash();
+ }
+
+ if (Input.GetKeyDown("j"))
+ {
+ if (Input.GetKey("a"))
+ {
+ TurnAround(false);
+ }
+ if (Input.GetKey("d"))
+ {
+ TurnAround(true);
+ }
+ ChangeState(EUnitState.AirAttack, new SkillParam());
+ }
+ }
+
+ yield return null;
+ }
+ }
+
+ void OnAirDashExit(EUnitState next)
+ {
+ }
+
+ #endregion
- #region Jump
+ #region Jump
- IEnumerator Jump(JumpParam param)
+ IEnumerator Jump(JumpParam param)
{
unitAnimation.AnimJump();
yield return null;
@@ -271,18 +366,28 @@ public class UnitState : UnitComponent
m_Owner.unitAnimation.AnimLanding();
yield return null;
yield return new WaitForTransitionDone(m_Owner.unitAnimation);
- float vy = 0;
+ float vy = 2;
float g = 9.8f;
bool landingGround = false;
+ float vz = 5;
while (true)
{
Vector3 pos = m_Owner.transform.position;
vy += g * Time.deltaTime;
pos.y -= vy * Time.deltaTime;
pos.y = Mathf.Max(0, pos.y);
- m_Owner.transform.position = pos;
- Debug.Log(pos.y);
- if(pos.y > 0 && pos.y <= 1 && !landingGround)
+ if (Input.GetKey("a"))
+ {
+ TurnAround(false);
+ pos.x -= vz * Time.deltaTime;
+ }
+ if (Input.GetKey("d"))
+ {
+ TurnAround(true);
+ pos.x += vz * Time.deltaTime;
+ }
+ m_Owner.transform.position = pos;
+ if (pos.y > 0 && pos.y <= 1 && !landingGround)
{
landingGround = true;
m_Owner.unitAnimation.AnimLandingGround();
diff --git a/Assets/Scripts/Unit/RootMotion/RootMotionData.cs b/Assets/Scripts/Unit/RootMotion/RootMotionData.cs
index 84a42ec1..f60689ad 100644
--- a/Assets/Scripts/Unit/RootMotion/RootMotionData.cs
+++ b/Assets/Scripts/Unit/RootMotion/RootMotionData.cs
@@ -40,3 +40,15 @@ public class RootMotionData : ScriptableObject
}
}
+
+public static class RootMotionUtility
+{
+ // zy平面的移动改为xy平面的移动
+ public static Vector3 ExchangeXZ(Vector3 dest)
+ {
+ float z = dest.z;
+ dest.z = dest.x;
+ dest.x = z;
+ return dest;
+ }
+}
diff --git a/Assets/Scripts/Unit/UnitRootMotion.cs b/Assets/Scripts/Unit/UnitRootMotion.cs
index c4d4b2c9..8c6edaa0 100644
--- a/Assets/Scripts/Unit/UnitRootMotion.cs
+++ b/Assets/Scripts/Unit/UnitRootMotion.cs
@@ -70,8 +70,9 @@ public class UnitRootMotion : UnitComponent
public void UpdateRootMotion()
{
+ // 因为Unti被旋转了90度,所以这里的deltaPosition的forward是x方向了
Vector3 dest = m_Owner.unitAnimation.animator.deltaPosition;
- dest.x = 0; //限制x轴始终在x=0
+ dest.z = 0;
var state = m_Owner.unitAnimation.layers[0].stateInfo;
if(state.IsTag("IgnoreY"))
@@ -79,7 +80,8 @@ public class UnitRootMotion : UnitComponent
dest.y = 0;
}
- m_Owner.transform.position += dest;
+ //m_Owner.transform.position += RootMotionUtility.ExchangeXZ(dest); // 不需要exchangeXZ
+ m_Owner.transform.position += dest;
}
#endif