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 ++++++++++++++++++++- .../AbilitySystem/Actions/ActionEffects.meta | 8 + Assets/Scripts/AbilitySystem/Actions/ActionJump.cs | 21 ++ .../AbilitySystem/Actions/ActionJump.cs.meta | 11 ++ .../AbilitySystem/Actions/ActionJumpBackward.cs | 18 ++ .../Actions/ActionJumpBackward.cs.meta | 11 ++ .../AbilitySystem/Actions/ActionJumpForward.cs | 18 ++ .../Actions/ActionJumpForward.cs.meta | 11 ++ .../AbilitySystem/Actions/ActionSwitchAbility.cs | 1 + .../Actions/CameraActions/ActionMoveCamera.cs | 24 ++- .../AbilitySystem/Actions/EffectActions.meta | 2 +- .../Scripts/AbilitySystem/Conditions/Camera.meta | 8 - .../AbilitySystem/Conditions/ConditionJumpDone.cs | 18 ++ .../Conditions/ConditionJumpDone.cs.meta | 11 ++ .../AbilitySystem/Conditions/ConditionJumpReady.cs | 18 ++ .../Conditions/ConditionJumpReady.cs.meta | 11 ++ Assets/Scripts/Physics/PhysicsBody.cs | 42 +++- Assets/Scripts/Physics/PhysicsPrimitive.cs | 10 +- Assets/Scripts/Test/SaionjiScript.cs | 17 +- Assets/Scripts/Test/SaionjiScript_Ability.cs | 42 +++- Assets/Scripts/Test/SaionjiScript_Anim.cs | 11 ++ Assets/Scripts/Test/SaionjiScript_Physics.cs | 1 + 22 files changed, 491 insertions(+), 41 deletions(-) create mode 100644 Assets/Scripts/AbilitySystem/Actions/ActionEffects.meta create mode 100644 Assets/Scripts/AbilitySystem/Actions/ActionJump.cs create mode 100644 Assets/Scripts/AbilitySystem/Actions/ActionJump.cs.meta create mode 100644 Assets/Scripts/AbilitySystem/Actions/ActionJumpBackward.cs create mode 100644 Assets/Scripts/AbilitySystem/Actions/ActionJumpBackward.cs.meta create mode 100644 Assets/Scripts/AbilitySystem/Actions/ActionJumpForward.cs create mode 100644 Assets/Scripts/AbilitySystem/Actions/ActionJumpForward.cs.meta delete mode 100644 Assets/Scripts/AbilitySystem/Conditions/Camera.meta create mode 100644 Assets/Scripts/AbilitySystem/Conditions/ConditionJumpDone.cs create mode 100644 Assets/Scripts/AbilitySystem/Conditions/ConditionJumpDone.cs.meta create mode 100644 Assets/Scripts/AbilitySystem/Conditions/ConditionJumpReady.cs create mode 100644 Assets/Scripts/AbilitySystem/Conditions/ConditionJumpReady.cs.meta (limited to 'Assets/Scripts') 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 diff --git a/Assets/Scripts/AbilitySystem/Actions/ActionEffects.meta b/Assets/Scripts/AbilitySystem/Actions/ActionEffects.meta new file mode 100644 index 00000000..17a426dd --- /dev/null +++ b/Assets/Scripts/AbilitySystem/Actions/ActionEffects.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0b5ccfefc2e6b104a8566f4da9a16c5f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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/Camera.meta b/Assets/Scripts/AbilitySystem/Conditions/Camera.meta deleted file mode 100644 index bfa55719..00000000 --- a/Assets/Scripts/AbilitySystem/Conditions/Camera.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8d7f28027add89c448243fbe5ea14144 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: 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.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 { wipeCmdRecord, switchToSuperKick }); idle.AddTrigger(trigger); trigger = new Trigger(And(condTowardLeft, condDLC), new List { 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() { -- cgit v1.1-26-g67d0