using System.Collections; using System.Collections.Generic; using UnityEngine; public partial class PCState : UnitState { #region state param public struct IdleParam { } public struct MoveParam { public bool isRight; public string key; } public struct SkillParam { public float offset; } public struct AirDashParam { } public struct JumpParam { } public struct TurnParam { EUnitState nextState; } public struct LandingParam { } #endregion IEnumerator Nein() { yield break; } void OnNienExit(EUnitState nextState) { } #region Idle IEnumerator Idle(IdleParam param) { //if (m_Owner.isInAir) // 浮空切换到landing //{ // ChangeState(EUnitState.Landing, new LandingParam()); //} //else // idle //{ m_Owner.SetYPosition(0); m_Owner.pcAnimation.AnimIdle(); while (true) { if (Input.GetKeyDown("j")) { ChangeState(EUnitState.Attack, new SkillParam()); } if (Input.GetKeyDown("u")) { ChangeState(EUnitState.AttackToAir, new SkillParam()); } if (Input.GetKeyDown("space")) { ChangeState(EUnitState.Jump, new JumpParam()); } if (Input.GetKey("d")) { MoveParam move = new MoveParam(); move.isRight = true; move.key = "d"; ChangeState(EUnitState.Move, move); } if (Input.GetKey("a")) { MoveParam move = new MoveParam(); move.isRight = false; move.key = "a"; ChangeState(EUnitState.Move, move); } yield return null; } //} } void OnIdleExit(EUnitState nextState) { } #endregion #region Move IEnumerator Move(MoveParam param) { if (m_Owner.isTowardRight && !param.isRight || !m_Owner.isTowardRight && param.isRight) { //m_Owner.pcAnimation.Play(UnitAnimation.EAnimState.Turn); //yield return new WaitForActionReachEnd(m_Owner.pcAnimation); //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.pcAnimation.AnimMove(); while (Input.GetKey(param.key)) { yield return null; } ChangeState(EUnitState.Idle, new IdleParam()); } void OnMoveExit(EUnitState nextState) { m_Owner.pcAnimation.animator.ResetTrigger("ToMove"); } #endregion #region Attack IEnumerator Attack(SkillParam param) { const int total = 4; int id = 0; m_Owner.pcAnimation.AnimAttack(id++); yield return null; while (true) { if (isComboOpen) { //if (InputManager.Instance.TryCommand(0.5f, KeyCode.W, KeyCode.J)) if (Input.GetKeyDown("u")) { SkillParam skill = new SkillParam(); skill.offset = 0.12f; ChangeState(EUnitState.AttackToAir, skill); } } if (isComboOpen && id < total) { if (Input.GetKeyDown("j")) { TryTurnAround(); m_Owner.pcAnimation.AnimAttack(id++); yield return null; yield return new WaitForTransitionDone(m_Owner.pcAnimation); } } if (isAnimationReachEnd) { ChangeState(EUnitState.Idle, new IdleParam()); } yield return null; } } void OnAttackExit(EUnitState next) { } #endregion #region AttackToAir IEnumerator AttackToAir(SkillParam param) { m_Owner.pcAnimation.AnimAttackToAir(param.offset); yield return null; InputManager.Instance.ClearCommand(); while (true) { TryTianyin(); if (isComboOpen) { TryDash(); if (InputManager.Instance.TryCommand(0.5f, false, KeyCode.J)) { ChangeState(EUnitState.AirAttack, new SkillParam()); } } if (isAnimationReachEnd) { ChangeState(EUnitState.Landing, new LandingParam()); } yield return null; } } void OnAttackToAirExit(EUnitState next) { } #endregion #region AirAttack IEnumerator AirAttack(SkillParam param) { int total = 5; int id = 0; m_Owner.pcAnimation.AnimAirAttack(id++); yield return null; InputManager.Instance.ClearCommand(); while (true) { TryTeleport(); TryTianyin(); if (isComboOpen) { TryDash(); if (InputManager.Instance.TryCommand(0.3f, false, KeyCode.J)) { TryTurnAround(); m_Owner.pcAnimation.AnimAirAttack(id++); id %= total; yield return null; // 等待animator更新 yield return new WaitForTransitionDone(m_Owner.pcAnimation); } } if (isAnimationReachEnd) { ChangeState(EUnitState.Landing, new LandingParam()); } yield return null; } } void OnAirAttackExit(EUnitState next) { } #endregion #region AirDash IEnumerator AirDash(AirDashParam param) { m_Owner.pcAnimation.AnimAirDash(); yield return null; while (true) { if (isAnimationReachEnd) { ChangeState(EUnitState.Landing, new LandingParam()); } TryTianyin(); if (isComboOpen) { TryDash(); if (Input.GetKeyDown("j")) { TryTurnAround(); ChangeState(EUnitState.AirAttack, new SkillParam()); } } yield return null; } } void OnAirDashExit(EUnitState next) { } #endregion #region Jump IEnumerator Jump(JumpParam param) { pcAnimation.AnimJump(); yield return null; yield return new WaitForTransitionDone(pcAnimation); while (true) { if (InputManager.Instance.TryCommand(0.5f, KeyCode.A, KeyCode.A)) { TurnLeft(); ChangeState(EUnitState.AirDash, new AirDashParam()); } if (InputManager.Instance.TryCommand(0.5f, KeyCode.D, KeyCode.D)) { TurnRight(); ChangeState(EUnitState.AirDash, new AirDashParam()); } if (isAnimationReachEnd) ChangeState(EUnitState.Landing, new LandingParam()); bool canAttack = m_Owner.pcAnimation.baseLayer.IsToggleOpen(EAnimationToogle.Combo); if (Input.GetKeyDown("j") && canAttack) { ChangeState(EUnitState.AirAttack, new SkillParam()); } yield return null; } } void OnJumpExit(EUnitState next) { } #endregion #region Landing IEnumerator Landing(LandingParam param) { m_Owner.pcAnimation.AnimLanding(); yield return null; yield return new WaitForTransitionDone(m_Owner.pcAnimation); float vy = 0; float g = -9.8f; bool landingGround = false; float vx = 5; while (true) { Vector3 pos = m_Owner.transform.position; vy += g * Time.deltaTime; pos.y += vy * Time.deltaTime; pos.y = Mathf.Max(0, pos.y); TryDash(); TryTianyin(); if (Input.GetKey("a")) { TurnAround(false); pos.x -= vx * Time.deltaTime; } if (Input.GetKey("d")) { TurnAround(true); pos.x += vx * Time.deltaTime; } if (Input.GetKeyDown("j")) { ChangeState(EUnitState.AirAttack, new SkillParam()); } m_Owner.transform.position = pos; if (pos.y > 0 && pos.y <= 1 && !landingGround) { landingGround = true; m_Owner.pcAnimation.AnimLandingGround(); } if (pos.y <= 0) { pos.y = 0; m_Owner.transform.position = pos; ChangeState(EUnitState.Idle, new IdleParam()); } yield return null; } } void OnLandingExit(EUnitState next) { } #endregion }