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path: root/Assets/Scripts/Test/SaionjiScript.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public partial class SaionjiScript : MonoBehaviour, IInteractable
{
    HitBoxTest hitbox;
    Animator animator;

	public GameObject Go_PistolL;
	public GameObject Go_PistolR;
	public GameObject Go_Blade;

	public bool UsePistol;
	public bool UseBlade;

	public bool EnableAbilitySystem;

	public EffectHandler[] Effects;

	// Start is called before the first frame update
	void Start()
    {
        animator = GetComponent<Animator>();
		//animator.speed = 0;
		PhysicsWorld.Instance.AddAnimator(animator);

		Go_PistolL.SetActive(UsePistol);
		Go_PistolR.SetActive(UsePistol);
		Go_Blade.SetActive(UseBlade);

		GetAnimHash();

		if (EnableAbilitySystem)
			SetupAbilities();
	}

	private void Update()
	{
		//if (EnableAbilitySystem)
		//	m_AbilitySystem.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>();
		
		// 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
		if (animator)
        {
            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;
        }
    }

}