From 97b64a629a95980d9a2f6c9e37b4cb44acf33a59 Mon Sep 17 00:00:00 2001 From: chai Date: Mon, 26 Oct 2020 21:33:09 +0800 Subject: =?UTF-8?q?*=E8=B7=B3=E8=B7=83?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Scripts/AbilitySystem/Abilities/JumpAbility.cs | 218 ++++++++++++++++++++- 1 file changed, 217 insertions(+), 1 deletion(-) (limited to 'Assets/Scripts/AbilitySystem/Abilities/JumpAbility.cs') 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 m_Triggers = new List(); + + 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(); + } + + /// + /// 跳跃准备动作已经完毕 + /// + /// + 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; + } + + /// + /// 着地 + /// + /// + 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 -- cgit v1.1-26-g67d0