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using System.Collections;
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 bool skipStart; //没有准备动作
}
public class JumpAbility : AbilityBase
{
public enum Direction
{
None,
Neutral,
Forward,
Backward
}
public enum State
{
None,
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;
int m_CurUpMotion;
int m_CurDownMotion;
Vector3 m_CurInitVelocity;
public State CurState
{
get
{
return m_CurState;
}
}
public Direction CurDirection
{
get
{
return m_Dir;
}
}
private List<Trigger> m_Triggers = new List<Trigger>();
bool m_SkipStart;
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
m_SkipStart = config.skipStart;
}
public void SetDir(Direction dir)
{
m_Dir = dir;
}
public override void OnEnter()
{
base.OnEnter();
m_CurAnim = 0;
switch(m_Dir)
{
case Direction.Neutral:
m_CurUpMotion = m_AnimJumpNeutralUpwards;
m_CurDownMotion = m_AnimJumpNeutralDownwards;
m_CurInitVelocity = new Vector3(0, m_NeutralJumpSpeedY, 0);
break;
case Direction.Forward:
m_CurUpMotion = m_AnimJumpFwdUpwards;
m_CurDownMotion = m_AnimJumpFwdDownwards;
m_CurInitVelocity = new Vector3(m_FowardJumpSpeedX, m_NeutralJumpSpeedY, 0);
break;
case Direction.Backward:
m_CurUpMotion = m_AnimJumpBackUpwards;
m_CurDownMotion = m_AnimJumpBackDownwards;
m_CurInitVelocity = new Vector3(m_BackwardJumpSpeedX, m_NeutralJumpSpeedY, 0);
break;
}
bool isOnGround = m_Collider.IsOnGround;
bool isUp = m_Body.Velocity.y > 0;
bool isDown = m_Body.Velocity.y < 0;
bool isFreeFall = Mathf.Approximately(m_Body.Velocity.y, 0);
if (isOnGround && !m_SkipStart)
m_CurState = State.Ready;
else if (isUp || isOnGround && m_SkipStart)
m_CurState = State.Up;
else if (isDown || isFreeFall)
m_CurState = State.Down;
}
public override void OnUpdate()
{
foreach (var abilityTrigger in m_Triggers)
{
if (abilityTrigger.Update() && abilityTrigger.Swallow)
return;
}
AnimatorStateInfo motionInfo = m_Animator.GetCurrentAnimatorStateInfo(0);
switch (m_CurState)
{
case State.Ready:
if(m_CurAnim != m_AnimJumpStart)
{
m_Animator.CrossFade(m_AnimJumpStart, 0.2f);
m_CurAnim = m_AnimJumpStart;
}
if(motionInfo.shortNameHash == m_AnimJumpStart && motionInfo.normalizedTime >= 1f)
{
m_CurState = State.Up;
}
break;
case State.Up:
if(m_CurAnim != m_CurUpMotion)
{
m_Body.LocalVelocity = m_CurInitVelocity;
m_Animator.CrossFade(m_CurUpMotion, 0.2f);
m_CurAnim = m_CurUpMotion;
}
if(m_Body.Velocity.y < 0)
{
m_CurState = State.Down;
}
break;
case State.Down:
if(m_CurAnim != m_CurDownMotion)
{
m_Animator.CrossFade(m_CurDownMotion, 0.5f);
m_CurAnim = m_CurDownMotion;
}
if(m_Collider.IsOnGround)
{
m_CurState = State.End;
}
break;
case State.End:
if(m_CurAnim != m_AnimJumpEnd)
{
m_Animator.CrossFade(m_AnimJumpEnd, 0.2f);
m_CurAnim = m_AnimJumpEnd;
}
break;
}
}
public override void OnLateUpdate()
{
base.OnLateUpdate();
}
/// <summary>
/// 跳跃准备动作已经完毕
/// </summary>
/// <returns></returns>
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;
}
/// <summary>
/// 结束
/// </summary>
/// <returns></returns>
public bool IsJumpDone(float t = 1f)
{
if (m_CurState == State.End)
{
AnimatorStateInfo state = m_Animator.GetCurrentAnimatorStateInfo(0);
return state.shortNameHash == m_AnimJumpEnd && state.normalizedTime >= t;
}
return false;
}
/// <summary>
/// 着地
/// </summary>
/// <returns></returns>
public bool IsJumpGround()
{
return m_CurState == State.End && m_Collider.IsOnGround;
}
public void AddTrigger(Trigger trigger)
{
if (trigger == null || m_Triggers.Contains(trigger))
return;
m_Triggers.Add(trigger);
}
}
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