using System.Collections; using System.Collections.Generic; using UnityEngine; public struct AttackStateConfig { public Vector3 velocity; // velocity setup public int motion; public Animator animator; public PhysicsBody body; public float crossFade; } // 单独的一个招式 public class AttackState : StateBase { AttackStateConfig m_Config = new AttackStateConfig(); private List m_Triggers = new List(); private List m_PhysicsTriggers = new List(); /// /// 这个招式配置的hit /// private List m_Hits = new List(); /// /// 从动画结束开始计时 /// float m_TimeCount; public float ExpireTime { get { return m_TimeCount; } } /// /// 这个招式的hit个数 /// public int HitCount { get { return m_Hits != null ? m_Hits.Count : 0; } } public AttackState(Animator animator, int animation, PhysicsBody body = null, float crossFade = 0f) { m_Config.animator = animator; m_Config.motion = animation; m_Config.velocity = Vector3.zero; m_Config.body = body; m_Config.crossFade = crossFade; } public AttackState(AttackStateConfig config) { m_Config = config; } public override void OnInit() { } public override void OnDefend() { throw new System.NotImplementedException(); } public override void OnEnter() { m_TimeCount = 0; m_Config.animator.CrossFade(m_Config.motion, m_Config.crossFade); if(m_Config.body != null) { m_Config.body.LocalVelocity = m_Config.velocity; } foreach(var hit in m_Hits) { hit.WipeRecords(); } foreach(var trigger in m_Triggers) { trigger.Reset(); } } public override void OnExit() { m_TimeCount = 0; } public override void OnHit(HitInfo info) { } public override void OnHurt(HurtInfo info) { } public override void OnTranslate(StateBase to) { } public override void OnUpdate() { AnimatorStateInfo info = m_Config.animator.GetCurrentAnimatorStateInfo(0); if(info.shortNameHash == m_Config.motion && info.normalizedTime >= 0.99f) { m_TimeCount += Time.deltaTime; } foreach (var stateTrigger in m_Triggers) { if (stateTrigger.Update() && stateTrigger.Swallow) break; } } // 在物理模拟之后 public override void OnPhysicsUpdate() { foreach (var trigger in m_PhysicsTriggers) { if (trigger.Update() && trigger.Swallow) break; } } public void AddTrigger(Trigger trigger) { if (trigger == null || m_Triggers.Contains(trigger)) return; m_Triggers.Add(trigger); } public void AddPhysicsTrigger(Trigger trigger) { if (trigger == null || m_PhysicsTriggers.Contains(trigger)) return; m_PhysicsTriggers.Add(trigger); } public void AddHitDefination(HitDefination defination) { Hit info = new Hit(); info.defination = defination; m_Hits.Add(info); } // 获得当前时间点产生的hit public Hit GetHit() { AnimatorStateInfo info = m_Config.animator.GetCurrentAnimatorStateInfo(0); float normalizeTime = info.normalizedTime; for (int i = 0; i< m_Hits.Count; ++i) { Hit hit = m_Hits[i]; float start = hit.defination.start; float end = hit.defination.end; if(normalizeTime >= start && normalizeTime <= end) { return hit; } } return null; } }