using System; using System.Reflection; using System.Collections; using System.Collections.Generic; using UnityEngine; // 角色状态机 [DisallowMultipleComponent] public class UnitState : UnitComponent { public enum EUnitState { Nien, Idle , Move , Spawn , Die , Dead , Skill , // HitAir , HitAirHit , Knockdown , // HitGuard , // Walk , // Rise , // Jump , // 转身 Turn , Landing , // 从空中降落 } [SerializeField] private EUnitState m_State; public EUnitState CurrentState { get { return m_State; } } public override void Initialize() { base.Initialize(); InitState(); } #region state param public struct IdleParam {} public struct MoveParam { public bool isRight; public string key; } public struct SkillParam { } public struct JumpParam { } public struct TurnParam { EUnitState nextState; } public struct LandingParam { } #endregion void InitState() { } public void ChangeState(EUnitState nextState, T param = default, bool bForce = false) { if (!IsChange(nextState, bForce)) return; LogHelper.Log("UnitState: " + m_State.ToString() + " -> " + nextState.ToString()); StopAllCoroutines(); EUnitState prevState = m_State; string methodFunc = "On" + m_State.ToString() + "Exit"; MethodInfo exitMethod = GetType().GetMethod(methodFunc, BindingFlags.Instance | BindingFlags.NonPublic, null, new Type[] { typeof(EUnitState) }, null); if(exitMethod != null) { exitMethod.Invoke(this, new object[] { nextState }); } else { LogHelper.LogError("缺少 " + methodFunc); } m_State = nextState; StartCoroutine(m_State.ToString(), param); } bool IsChange(EUnitState newState, bool bForce) { if (newState != m_State || bForce) return true; return false; } IEnumerator Nein() { yield break; } void OnNienExit(EUnitState nextState) { } #region Idle IEnumerator Idle(IdleParam param) { if(m_Owner.isInAir) // 浮空切换到landing { } else // idle { m_Owner.SetYPosition(0); m_Owner.unitAnimation.AnimIdle(); while (true) { if (Input.GetKeyDown("j")) { ChangeState(EUnitState.Skill, new SkillParam()); } if (Input.GetKeyDown("space")) { ChangeState(EUnitState.Jump, new JumpParam()); } if (Input.GetKey("d")) { InputManager.Instance.OnMoveRight(); } if (Input.GetKey("a")) { InputManager.Instance.OnMoveLeft(); } yield return null; } } } void OnIdleExit(EUnitState nextState) { m_Owner.unitAnimation.animator.ResetTrigger("ToIdle"); } #endregion #region Move IEnumerator Move(MoveParam param) { if (m_Owner.isTowardRight && !param.isRight || !m_Owner.isTowardRight && param.isRight) { //m_Owner.unitAnimation.Play(UnitAnimation.EAnimState.Turn); //yield return new WaitForActionReachEnd(m_Owner.unitAnimation); //if (param.isRight) // m_Owner.transform.rotation = Quaternion.Euler(0, 0, 0); //else // m_Owner.transform.rotation = Quaternion.Euler(0, 180, 0); m_Owner.transform.rotation = Quaternion.Euler(0, param.isRight ? 0 : 180, 0); } //if (Input.GetKey(param.key)) m_Owner.unitAnimation.AnimMove(); while (Input.GetKey(param.key)) { yield return null; } ChangeState(EUnitState.Idle, new IdleParam()); } void OnMoveExit(EUnitState nextState) { m_Owner.unitAnimation.animator.ResetTrigger("ToMove"); } #endregion #region Skill IEnumerator Skill(SkillParam param) { m_Owner.unitAnimation.AnimAttack(); yield return new WaitForTransitionDone(m_Owner.unitAnimation); yield return new WaitForActionReachEnd(m_Owner.unitAnimation); ChangeState(EUnitState.Idle, new IdleParam()); } void OnSkillExit(EUnitState next) { } #endregion #region Jump IEnumerator Jump(JumpParam param) { while(true) { // 空中连击 if(Input.GetKeyDown("j")) { SkillParam skill = new SkillParam(); ChangeState(EUnitState.Skill, skill); } yield return null; } } void OnJumpExit(EUnitState next) { } #endregion #region Landing IEnumerator Landing(LandingParam param) { yield return new WaitForLanding(m_Owner); Vector3 pos = m_Owner.transform.position; pos.y = 0; m_Owner.transform.position = pos; ChangeState(EUnitState.Idle); } void OnLandingExit(EUnitState next) { } #endregion }