summaryrefslogtreecommitdiff
path: root/Assets/Scripts
diff options
context:
space:
mode:
Diffstat (limited to 'Assets/Scripts')
-rw-r--r--Assets/Scripts/AbilitySystem/Abilities/JumpAbility.cs218
-rw-r--r--Assets/Scripts/AbilitySystem/Actions/ActionEffects.meta (renamed from Assets/Scripts/AbilitySystem/Conditions/Camera.meta)2
-rw-r--r--Assets/Scripts/AbilitySystem/Actions/ActionJump.cs21
-rw-r--r--Assets/Scripts/AbilitySystem/Actions/ActionJump.cs.meta11
-rw-r--r--Assets/Scripts/AbilitySystem/Actions/ActionJumpBackward.cs18
-rw-r--r--Assets/Scripts/AbilitySystem/Actions/ActionJumpBackward.cs.meta11
-rw-r--r--Assets/Scripts/AbilitySystem/Actions/ActionJumpForward.cs18
-rw-r--r--Assets/Scripts/AbilitySystem/Actions/ActionJumpForward.cs.meta11
-rw-r--r--Assets/Scripts/AbilitySystem/Actions/ActionSwitchAbility.cs1
-rw-r--r--Assets/Scripts/AbilitySystem/Actions/CameraActions/ActionMoveCamera.cs24
-rw-r--r--Assets/Scripts/AbilitySystem/Actions/EffectActions.meta2
-rw-r--r--Assets/Scripts/AbilitySystem/Conditions/ConditionJumpDone.cs18
-rw-r--r--Assets/Scripts/AbilitySystem/Conditions/ConditionJumpDone.cs.meta11
-rw-r--r--Assets/Scripts/AbilitySystem/Conditions/ConditionJumpReady.cs18
-rw-r--r--Assets/Scripts/AbilitySystem/Conditions/ConditionJumpReady.cs.meta11
-rw-r--r--Assets/Scripts/Physics/PhysicsBody.cs42
-rw-r--r--Assets/Scripts/Physics/PhysicsPrimitive.cs10
-rw-r--r--Assets/Scripts/Test/SaionjiScript.cs17
-rw-r--r--Assets/Scripts/Test/SaionjiScript_Ability.cs42
-rw-r--r--Assets/Scripts/Test/SaionjiScript_Anim.cs11
-rw-r--r--Assets/Scripts/Test/SaionjiScript_Physics.cs1
21 files changed, 484 insertions, 34 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
diff --git a/Assets/Scripts/AbilitySystem/Conditions/Camera.meta b/Assets/Scripts/AbilitySystem/Actions/ActionEffects.meta
index bfa55719..17a426dd 100644
--- a/Assets/Scripts/AbilitySystem/Conditions/Camera.meta
+++ b/Assets/Scripts/AbilitySystem/Actions/ActionEffects.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 8d7f28027add89c448243fbe5ea14144
+guid: 0b5ccfefc2e6b104a8566f4da9a16c5f
folderAsset: yes
DefaultImporter:
externalObjects: {}
diff --git a/Assets/Scripts/AbilitySystem/Actions/ActionJump.cs b/Assets/Scripts/AbilitySystem/Actions/ActionJump.cs
new file mode 100644
index 00000000..cb3da106
--- /dev/null
+++ b/Assets/Scripts/AbilitySystem/Actions/ActionJump.cs
@@ -0,0 +1,21 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+// 垂直跳跃,切换到jump ability
+public class ActionJump : ActionSwitchAbility
+{
+ private JumpAbility m_JumpAbility;
+
+ public ActionJump(AbilitySystem system, JumpAbility jumpAbility)
+ : base(system, jumpAbility)
+ {
+ m_JumpAbility = jumpAbility;
+ }
+
+ public override void Execute()
+ {
+ m_JumpAbility.SetDir(JumpAbility.Direction.Neutral);
+ base.Execute(); // switch to jump ability
+ }
+}
diff --git a/Assets/Scripts/AbilitySystem/Actions/ActionJump.cs.meta b/Assets/Scripts/AbilitySystem/Actions/ActionJump.cs.meta
new file mode 100644
index 00000000..8c48a0a7
--- /dev/null
+++ b/Assets/Scripts/AbilitySystem/Actions/ActionJump.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 987cd3139a86b4c4fa0acdbb621e9e14
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/AbilitySystem/Actions/ActionJumpBackward.cs b/Assets/Scripts/AbilitySystem/Actions/ActionJumpBackward.cs
new file mode 100644
index 00000000..0751d659
--- /dev/null
+++ b/Assets/Scripts/AbilitySystem/Actions/ActionJumpBackward.cs
@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ActionJumpBackward : MonoBehaviour
+{
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+}
diff --git a/Assets/Scripts/AbilitySystem/Actions/ActionJumpBackward.cs.meta b/Assets/Scripts/AbilitySystem/Actions/ActionJumpBackward.cs.meta
new file mode 100644
index 00000000..99c729b3
--- /dev/null
+++ b/Assets/Scripts/AbilitySystem/Actions/ActionJumpBackward.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 635bcce72805fc14ebc1cb057db4e1b2
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/AbilitySystem/Actions/ActionJumpForward.cs b/Assets/Scripts/AbilitySystem/Actions/ActionJumpForward.cs
new file mode 100644
index 00000000..3b1de41d
--- /dev/null
+++ b/Assets/Scripts/AbilitySystem/Actions/ActionJumpForward.cs
@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ActionJumpForward : MonoBehaviour
+{
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+}
diff --git a/Assets/Scripts/AbilitySystem/Actions/ActionJumpForward.cs.meta b/Assets/Scripts/AbilitySystem/Actions/ActionJumpForward.cs.meta
new file mode 100644
index 00000000..27f6ba43
--- /dev/null
+++ b/Assets/Scripts/AbilitySystem/Actions/ActionJumpForward.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 0c97763c6fe099c43bab267ccc3888a9
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/AbilitySystem/Actions/ActionSwitchAbility.cs b/Assets/Scripts/AbilitySystem/Actions/ActionSwitchAbility.cs
index 69c7f179..1e214d72 100644
--- a/Assets/Scripts/AbilitySystem/Actions/ActionSwitchAbility.cs
+++ b/Assets/Scripts/AbilitySystem/Actions/ActionSwitchAbility.cs
@@ -2,6 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
+// 基础的切换 ability
public class ActionSwitchAbility : ActionBase
{
AbilitySystem m_AbilitySystem;
diff --git a/Assets/Scripts/AbilitySystem/Actions/CameraActions/ActionMoveCamera.cs b/Assets/Scripts/AbilitySystem/Actions/CameraActions/ActionMoveCamera.cs
index e35d43ad..607473c2 100644
--- a/Assets/Scripts/AbilitySystem/Actions/CameraActions/ActionMoveCamera.cs
+++ b/Assets/Scripts/AbilitySystem/Actions/CameraActions/ActionMoveCamera.cs
@@ -2,17 +2,15 @@
using System.Collections.Generic;
using UnityEngine;
-public class ActionMoveCamera : MonoBehaviour
-{
- // Start is called before the first frame update
- void Start()
- {
-
- }
-
- // Update is called once per frame
- void Update()
- {
-
- }
+public class ActionMoveCamera : ActionBase
+{
+ public ActionMoveCamera()
+ {
+
+ }
+
+ public override void Execute()
+ {
+ throw new System.NotImplementedException();
+ }
}
diff --git a/Assets/Scripts/AbilitySystem/Actions/EffectActions.meta b/Assets/Scripts/AbilitySystem/Actions/EffectActions.meta
index 17a426dd..8b300c5b 100644
--- a/Assets/Scripts/AbilitySystem/Actions/EffectActions.meta
+++ b/Assets/Scripts/AbilitySystem/Actions/EffectActions.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
-guid: 0b5ccfefc2e6b104a8566f4da9a16c5f
+guid: c8aea8ed2489dde4fba46dde6f2a8d09
folderAsset: yes
DefaultImporter:
externalObjects: {}
diff --git a/Assets/Scripts/AbilitySystem/Conditions/ConditionJumpDone.cs b/Assets/Scripts/AbilitySystem/Conditions/ConditionJumpDone.cs
new file mode 100644
index 00000000..8d900348
--- /dev/null
+++ b/Assets/Scripts/AbilitySystem/Conditions/ConditionJumpDone.cs
@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ConditionJumpDone : ConditionBase
+{
+ JumpAbility m_Jump;
+
+ public ConditionJumpDone(JumpAbility jump)
+ {
+ m_Jump = jump;
+ }
+
+ public override bool Evaluate()
+ {
+ return m_Jump.IsJumpDone();
+ }
+}
diff --git a/Assets/Scripts/AbilitySystem/Conditions/ConditionJumpDone.cs.meta b/Assets/Scripts/AbilitySystem/Conditions/ConditionJumpDone.cs.meta
new file mode 100644
index 00000000..34a9de96
--- /dev/null
+++ b/Assets/Scripts/AbilitySystem/Conditions/ConditionJumpDone.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 734f6d264357f2c43b13f8203f7ecd41
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/AbilitySystem/Conditions/ConditionJumpReady.cs b/Assets/Scripts/AbilitySystem/Conditions/ConditionJumpReady.cs
new file mode 100644
index 00000000..a6bd96c0
--- /dev/null
+++ b/Assets/Scripts/AbilitySystem/Conditions/ConditionJumpReady.cs
@@ -0,0 +1,18 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class ConditionJumpReady : MonoBehaviour
+{
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+}
diff --git a/Assets/Scripts/AbilitySystem/Conditions/ConditionJumpReady.cs.meta b/Assets/Scripts/AbilitySystem/Conditions/ConditionJumpReady.cs.meta
new file mode 100644
index 00000000..d947e116
--- /dev/null
+++ b/Assets/Scripts/AbilitySystem/Conditions/ConditionJumpReady.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 300b4929ffe151c43bfce427115a05a9
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Physics/PhysicsBody.cs b/Assets/Scripts/Physics/PhysicsBody.cs
index 8fc33fa7..b8f3b7ed 100644
--- a/Assets/Scripts/Physics/PhysicsBody.cs
+++ b/Assets/Scripts/Physics/PhysicsBody.cs
@@ -21,20 +21,54 @@ using UnityEngine;
public sealed class PhysicsBody : MonoBehaviour
{
+ // 是否朝向右侧(正向)
+ public bool IsFaceRight
+ {
+ get
+ {
+ float rotY = Quaternion.ToEulerAngles(transform.rotation).y;
+ rotY = Mathf.Rad2Deg * rotY;
+ return rotY > 0 && rotY <= 180;
+ }
+ }
+
+ // 全局速度,以世界为参考系
[SerializeField]
- private Vector3 m_Velocity;
public Vector3 Velocity
{
get
{
- return m_Velocity;
+ Vector3 vel = m_LocalVelocity;
+ if (!IsFaceRight)
+ vel.x = -vel.x;
+ return vel;
}
- set
+ set
{
- m_Velocity = value;
+ if (IsFaceRight)
+ m_LocalVelocity = value;
+ else
+ m_LocalVelocity = new Vector3(-value.x, value.y, value.z);
}
}
+ // 以自身为参考系的速度,x>0向前,x<0向后,y>0向上,y<0向下。默认情况下以右为正方向
+ // 设置速度应该以local velocity为准
+ [SerializeField]
+ private Vector3 m_LocalVelocity;
+
+ public Vector3 LocalVelocity
+ {
+ get
+ {
+ return m_LocalVelocity;
+ }
+ set
+ {
+ m_LocalVelocity = value;
+ }
+ }
+
[SerializeField]
private float m_Weight;
public float Weight
diff --git a/Assets/Scripts/Physics/PhysicsPrimitive.cs b/Assets/Scripts/Physics/PhysicsPrimitive.cs
index 491a6204..26fb5aa9 100644
--- a/Assets/Scripts/Physics/PhysicsPrimitive.cs
+++ b/Assets/Scripts/Physics/PhysicsPrimitive.cs
@@ -33,7 +33,7 @@ public abstract class PhysicsPrimitive : MonoBehaviour
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.x = (euler.y > 0 && euler.y <= 180) ? -res.x : res.x;
res = transform.position + res;
return res;
}
@@ -177,4 +177,12 @@ public abstract class PhysicsPrimitive : MonoBehaviour
}
}
+ public bool IsOnGround
+ {
+ get
+ {
+ return Bound.w <= PhysicsWorld.Ground;
+ }
+ }
+
} \ No newline at end of file
diff --git a/Assets/Scripts/Test/SaionjiScript.cs b/Assets/Scripts/Test/SaionjiScript.cs
index 7fac11f3..03dfbf8d 100644
--- a/Assets/Scripts/Test/SaionjiScript.cs
+++ b/Assets/Scripts/Test/SaionjiScript.cs
@@ -49,11 +49,20 @@ public partial class SaionjiScript : MonoBehaviour, IInteractable
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)
+ if (animator == null)
+ return;
+
+ AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
+
+ if(stateInfo.IsTag("IgnoreRootMotion"))
+ {
+ // ignore root motion
+ Debug.Log("ignore root motion ");
+ }
+ else
{
+ // 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
Vector3 position = transform.position;
position.x += animator.deltaPosition.x;
position.y += animator.deltaPosition.y;
diff --git a/Assets/Scripts/Test/SaionjiScript_Ability.cs b/Assets/Scripts/Test/SaionjiScript_Ability.cs
index 21901096..c3fa94ce 100644
--- a/Assets/Scripts/Test/SaionjiScript_Ability.cs
+++ b/Assets/Scripts/Test/SaionjiScript_Ability.cs
@@ -37,6 +37,19 @@ public partial class SaionjiScript : MonoBehaviour
MoveAbility move = new MoveAbility(animator, Anim_Run);
MoveAbility dash = new MoveAbility(animator, Anim_DashWithSword);
+ JumpAbilityConfig jumpConfig = new JumpAbilityConfig();
+ jumpConfig.animator = animator;
+ jumpConfig.collider = m_BodyCollider;
+ jumpConfig.body = m_Body;
+ jumpConfig.neutralJumpSpeedY = 10f;
+ jumpConfig.fowardJumpSpeedX = 1f;
+ jumpConfig.backwardJumpSpeedX = -1f;
+ jumpConfig.animJump = Anim_JumpStart;
+ jumpConfig.animJumpEnd = Anim_JumpEnd;
+ jumpConfig.animNU = Anim_JumpUp;
+ jumpConfig.animND = Anim_JumpDown;
+ JumpAbility jump = new JumpAbility(jumpConfig);
+
AttackAbilityConfig config;
//招式会绑定一个motion
@@ -69,6 +82,8 @@ public partial class SaionjiScript : MonoBehaviour
ActionTowardLeft towardLeft = new ActionTowardLeft(this.transform);
ActionTowardRight towardRight = new ActionTowardRight(this.transform);
+ ActionJump toJump = new ActionJump(m_AbilitySystem, jump);
+
ActionSwitchAbility switchToMove = new ActionSwitchAbility(m_AbilitySystem, move);
ActionSwitchAbility switchToIdle = new ActionSwitchAbility(m_AbilitySystem, idle);
ActionSwitchAbility switchToAttk1 = new ActionSwitchAbility(m_AbilitySystem, attk1);
@@ -99,8 +114,9 @@ public partial class SaionjiScript : MonoBehaviour
ConditionNoMoveButtonHold condNoMoveButtonHold = new ConditionNoMoveButtonHold();
ConditionButtonHold condRightButtonHold = new ConditionButtonHold(GamepadButton.Right);
ConditionButtonHold condLeftButtonHold = new ConditionButtonHold(GamepadButton.Left);
+ ConditionCommand condTriangleCmd = new ConditionCommand(GamepadButton.Triangle);
ConditionCommand condCircleCmd = new ConditionCommand(GamepadButton.Circle);
- ConditionCommand condCrossCmd = new ConditionCommand(GamepadButton.Cross);
+ ConditionCommand condCrossCmd = new ConditionCommand(GamepadButton.Cross);
ConditionCommand condSquareCmd = new ConditionCommand(GamepadButton.Square);
ConditionTowardLeft condTowardLeft = new ConditionTowardLeft(this.transform);
ConditionTowardRight condTowardRight = new ConditionTowardRight(this.transform);
@@ -111,19 +127,23 @@ public partial class SaionjiScript : MonoBehaviour
ConditionHit condIsHit = new ConditionHit(this);
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // common triggers
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- Trigger triggerTurnRight = new Trigger(And(condRightCmd, Not(condTowardRight)), towardRight);
+ ConditionJumpDone condJumpDone = new ConditionJumpDone(jump);
+
+ ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ // common triggers
+ ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ Trigger triggerTurnRight = new Trigger(And(condRightCmd, Not(condTowardRight)), towardRight);
Trigger triggerTurnLeft = new Trigger(And(condLeftCmd, Not(condTowardLeft)), towardLeft);
Trigger trigger = null;
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // ability setup
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+ // ability setup
+ ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // idle ability
+ // idle ability
+ trigger = new Trigger(condTriangleCmd, toJump) ;
+ idle.AddTrigger(trigger);
trigger = new Trigger(And(condTowardRight, condDRC), new List<ActionBase> { wipeCmdRecord, switchToSuperKick });
idle.AddTrigger(trigger);
trigger = new Trigger(And(condTowardLeft, condDLC), new List<ActionBase> { wipeCmdRecord, switchToSuperKick });
@@ -167,6 +187,10 @@ public partial class SaionjiScript : MonoBehaviour
trigger = new Trigger(condCrossCmd, switchToSideKick);
move.AddTrigger(trigger);
+ // jump ability
+ trigger = new Trigger(condJumpDone, switchToIdle);
+ jump.AddTrigger(trigger);
+
// dash ability
trigger = new Trigger(And(new ConditionMotionRange(animator, 0.5f, 1.0f), condCircleCmd), switchToAttk1);
dash.AddTrigger(trigger);
diff --git a/Assets/Scripts/Test/SaionjiScript_Anim.cs b/Assets/Scripts/Test/SaionjiScript_Anim.cs
index 082729f7..5dec9db6 100644
--- a/Assets/Scripts/Test/SaionjiScript_Anim.cs
+++ b/Assets/Scripts/Test/SaionjiScript_Anim.cs
@@ -22,6 +22,11 @@ public partial class SaionjiScript : MonoBehaviour
int Anim_Gun3;
int Anim_Gun4;
+ int Anim_JumpStart;
+ int Anim_JumpUp;
+ int Anim_JumpDown;
+ int Anim_JumpEnd;
+
void GetAnimHash()
{
//Anim_Idle = Animator.StringToHash("Idle_Gun");
@@ -46,6 +51,12 @@ public partial class SaionjiScript : MonoBehaviour
Anim_Gun2 = Animator.StringToHash("Gun02");
Anim_Gun3 = Animator.StringToHash("Gun03");
Anim_Gun4 = Animator.StringToHash("Gun04");
+
+
+ Anim_JumpStart = Animator.StringToHash("Jump_Start");
+ Anim_JumpUp = Animator.StringToHash("Jump_Up");
+ Anim_JumpDown = Animator.StringToHash("Jump_Down");
+ Anim_JumpEnd = Animator.StringToHash("Jump_End");
}
}
diff --git a/Assets/Scripts/Test/SaionjiScript_Physics.cs b/Assets/Scripts/Test/SaionjiScript_Physics.cs
index 99926afe..1b296f43 100644
--- a/Assets/Scripts/Test/SaionjiScript_Physics.cs
+++ b/Assets/Scripts/Test/SaionjiScript_Physics.cs
@@ -7,6 +7,7 @@ public partial class SaionjiScript : MonoBehaviour, IInteractable
public PhysicsBox[] m_Hitbox;
public PhysicsBox[] m_Hurtbox;
public PhysicsBody m_Body;
+ public PhysicsBox m_BodyCollider;
public PhysicsPrimitive[] GetAllPrimitive()
{