summaryrefslogtreecommitdiff
path: root/Assets/Scripts/Test/SaionjiScript.cs
blob: 1178b42a00f52d1dd39d706aca8b864b5547efcd (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
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public partial class SaionjiScript : Avatar
{
	public enum Weapon
	{
		Pistol,
		Blade, 
		Reaper,
		LongSword,
	}

	HitBoxTest hitbox;
    Animator animator;

	public GameObject Go_PistolL;
	public GameObject Go_PistolR;
	public GameObject Go_Blade;
	public GameObject Go_Reaper;
	public GameObject Go_LongSword;

	[SerializeField]
	private Weapon m_Weapon;

	public bool EnableStateController;

	public EffectHandler[] Effects;

	void Start()
    {
        base.Init();

        animator = GetComponent<Animator>();
		//animator.speed = 0;
		PhysicsWorld.Instance.AddAnimator(animator);

		Go_PistolL.SetActive(m_Weapon == Weapon.Pistol);
		Go_PistolR.SetActive(m_Weapon == Weapon.Pistol);
		Go_Blade.SetActive(m_Weapon == Weapon.Blade);
		Go_Reaper.SetActive(m_Weapon == Weapon.Reaper);
		Go_LongSword.SetActive(m_Weapon == Weapon.LongSword);

		GetAnimHash();

		if (EnableStateController)
			SetupStates();
	}

	//private void Update()
	//{
	//	//if (EnableStateController)
	//	//	m_StateController.OnUpdate();
	//}

	// 更新顺序:
	// internal animator update -> OnAnimatorMove() -> physics
	// 角色最后的位置以物理系统为准(如果加入物理系统的话)
	// 如果后续有物理处理,会重写transform
	// 对于后续不受物理管理的动作,不需要修改transform
	void OnAnimatorMove()
    {
        Animator animator = GetComponent<Animator>();
        if (animator == null)
            return;

        AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0); 

        if(stateInfo.IsTag("IgnoreRootMotion"))
        {
            // ignore root motion 
            //Debug.Log("ignore root motion ");
        }
		else if(stateInfo.IsTag("IgnoreRootMotionY"))
		{
			Vector3 position = transform.position;
			position.x += animator.deltaPosition.x;
			transform.position = position;

			transform.rotation *= animator.deltaRotation;
		}
		else
        {
            // animator.deltaPosition和animator.deltaRotation是animator做的root motion后的结果
            // 在后面做一个硬性约束z=0,将角色限制在z=0平面上
            Vector3 position = transform.position;
            position.x += animator.deltaPosition.x;
            position.y += animator.deltaPosition.y;
            transform.position = position;

            // animation clip导入设置旋转一般上设置为baked inpose,不需要手动限制
            transform.rotation *= animator.deltaRotation;
        }
    }

    public override void OnHit(HitInfo hitInfo)
    {
        base.OnHit(hitInfo);
    }

    public override void OnHurt(HurtInfo hurtInfo)
    {
        base.OnHurt(hurtInfo);
    }

}