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using System;
using System.Reflection;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// 角色状态机
[DisallowMultipleComponent]
public class PCState : UnitState
{
public enum EUnitState
{
Nien,
Idle,
Move,
Spawn,
Die,
Dead,
//
Attack,
AirAttack,
AirDash,
//
HitAir,
HitAirHit,
Knockdown,
//
HitGuard,
//
Walk,
//
Rise,
//
Jump,
// 转身
Turn,
Landing, // 从空中降落
}
[SerializeField] private EUnitState m_State;
public EUnitState CurrentState { get { return m_State; } }
public override void Initialize()
{
base.Initialize();
}
PCAnimation pcAnimation { get { return m_Owner.pcAnimation; } }
#region state param
public struct IdleParam { }
public struct MoveParam
{
public bool isRight;
public string key;
}
public struct SkillParam
{
}
public struct AirDashParam
{
}
public struct JumpParam
{ }
public struct TurnParam
{
EUnitState nextState;
}
public struct LandingParam { }
#endregion
public void ChangeState<T>(EUnitState nextState, T param = default, bool bForce = false)
{
if (!IsChange(nextState, bForce))
return;
LogHelper.Log("UnitState: " + m_State.ToString() + " -> " + nextState.ToString());
StopAllCoroutines();
EUnitState prevState = m_State;
string methodFunc = "On" + m_State.ToString() + "Exit";
MethodInfo exitMethod = GetType().GetMethod(methodFunc, BindingFlags.Instance | BindingFlags.NonPublic, null, new Type[] { typeof(EUnitState) }, null);
if (exitMethod != null)
{
exitMethod.Invoke(this, new object[] { nextState });
}
else
{
LogHelper.LogError("缺少 " + methodFunc);
}
m_State = nextState;
StartCoroutine(m_State.ToString(), param);
}
bool IsChange(EUnitState newState, bool bForce)
{
if (newState != m_State || bForce)
return true;
return false;
}
IEnumerator Nein() { yield break; }
void OnNienExit(EUnitState nextState) { }
public void TurnAround(bool bRight)
{
m_Owner.transform.rotation = Quaternion.Euler(0, bRight ? 0 : 180, 0);
}
public void TurnLeft()
{
TurnAround(false);
}
public void TurnRight()
{
TurnAround(true);
}
#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("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 = 3;
int id = 0;
m_Owner.pcAnimation.AnimAttack(id++);
yield return null;
while (true)
{
bool canCombo = m_Owner.pcAnimation.baseLayer.IsToggleOpen(EAnimationToogle.Combo);
if (canCombo && id < total)
{
if (Input.GetKeyDown("j"))
{
if (Input.GetKey("a"))
{
TurnAround(false);
}
if (Input.GetKey("d"))
{
TurnAround(true);
}
m_Owner.pcAnimation.AnimAttack(id++);
yield return null;
yield return new WaitForTransitionDone(m_Owner.pcAnimation);
}
}
bool reachEnd = m_Owner.pcAnimation.baseLayer.playbackNormalizedTime == 1;
if (reachEnd)
{
ChangeState(EUnitState.Idle, new IdleParam());
}
yield return null;
}
}
void OnAttackExit(EUnitState next)
{
}
#endregion
#region AirAttack
IEnumerator AirAttack(SkillParam param)
{
int id = 0;
m_Owner.pcAnimation.AnimAirAttack(id);
yield return null; // 等待animator更新
while (true)
{
bool canCombo = m_Owner.pcAnimation.baseLayer.IsToggleOpen(EAnimationToogle.Combo);
if (canCombo)
{
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 (Input.GetKeyDown("j"))
{
if (Input.GetKey("a"))
{
TurnAround(false);
}
if (Input.GetKey("d"))
{
TurnAround(true);
}
++id;
m_Owner.pcAnimation.AnimAirAttack(id);
yield return null; // 等待animator更新
yield return new WaitForTransitionDone(m_Owner.pcAnimation);
}
}
bool reachEnd = m_Owner.pcAnimation.baseLayer.playbackNormalizedTime == 1;
if (reachEnd)
{
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)
{
bool reachEnd = m_Owner.pcAnimation.baseLayer.playbackNormalizedTime == 1;
if (reachEnd)
{
ChangeState(EUnitState.Landing, new LandingParam());
}
bool canCombo = m_Owner.pcAnimation.baseLayer.IsToggleOpen(EAnimationToogle.Combo);
if (canCombo)
{
if (InputManager.Instance.TryCommand(0.5f, KeyCode.A, KeyCode.A))
{
TurnLeft();
m_Owner.pcAnimation.AnimAirDash();
}
if (InputManager.Instance.TryCommand(0.5f, KeyCode.D, KeyCode.D))
{
TurnRight();
m_Owner.pcAnimation.AnimAirDash();
}
if (Input.GetKeyDown("j"))
{
if (Input.GetKey("a"))
{
TurnAround(false);
}
if (Input.GetKey("d"))
{
TurnAround(true);
}
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 (pcAnimation.baseLayer.playbackNormalizedTime >= 1)
ChangeState(EUnitState.Idle, new IdleParam());
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 = 2;
float g = 9.8f;
bool landingGround = false;
float vz = 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);
if (Input.GetKey("a"))
{
TurnAround(false);
pos.x -= vz * Time.deltaTime;
}
if (Input.GetKey("d"))
{
TurnAround(true);
pos.x += vz * Time.deltaTime;
}
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());
}
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());
}
yield return null;
}
}
void OnLandingExit(EUnitState next)
{
}
#endregion
}
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