summaryrefslogtreecommitdiff
path: root/Assets/Scripts/Avatar/States/AttackState.cs
blob: ae8f3b665bbad0b53965f1974fc91eec153aa5da (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
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;
}

// 单独的一个招式
public class AttackState : StateBase
{
    AttackStateConfig m_Config = new AttackStateConfig();

    private List<Trigger> m_Triggers = new List<Trigger>();

    private List<Trigger> m_PhysicsTriggers = new List<Trigger>();

	/// <summary>
	/// 这个招式配置的hit
	/// </summary>
	private List<Hit> m_Hits = new List<Hit>();
   
    /// <summary>
    /// 从动画结束开始计时
    /// </summary>
    float m_TimeCount;
    public float ExpireTime
    {
        get
        {
            return m_TimeCount;
        }
    }

    /// <summary>
    /// 这个招式的hit个数
    /// </summary>
    public int HitCount
    {
        get
        {
            return m_Hits != null ? m_Hits.Count : 0;
        }
    }


	public AttackState(Animator animator, int animation, PhysicsBody body = null)
	{
		m_Config.animator = animator;
		m_Config.motion = animation;
		m_Config.velocity = Vector3.zero;
		m_Config.body = body;
	}

	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, 0);

		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;
    }

}