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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//public interface Interactable
//{
// void OnHit();
// void OnHurt();
// void OnGrab();
//}
public class UnitController : MonoBehaviour/*, Interactable*/
{
public enum UnitType
{
PC,
Monster,
Prop,
}
public virtual UnitType type { get; }
// 角色共有的组件
public UnitRender unitRender;
public UnitState unitState;
public PCState pcState { get { return unitState as PCState; } }
public MonsterState monsterState { get { return unitState as MonsterState; } }
public UnitAnimation unitAnimation;
public PCAnimation pcAnimation { get { return unitAnimation as PCAnimation; } }
public MonsterAnimation monsterAnimation { get { return unitAnimation as MonsterAnimation; } }
public UnitSkill unitSkill;
public UnitRootMotion unitRootMotion;
public UnitCollider unitCollider;
public UnitDetail unitDetail;
public UnitBody unitBody;
public UnitLensEffect unitLensEffect;
public UnitPreprocessing unitPreprocessing;
public GameObject unitObj; // 角色模型
protected List<UnitComponent> unitComponents;
#region 事件监听
public delegate void OnTimelineEventHandle(AnimationEventBase animEvent);
public OnTimelineEventHandle onTimelineEvent { get; set; }
#endregion
public bool isTowardRight
{
get
{
return transform.rotation.eulerAngles.y == 0;
}
}
public virtual bool isOnGround
{
get
{
return transform.position.y <= 0f;
}
}
public bool isInAir
{
get
{
return !isOnGround;
}
}
private string m_Folder;
public string folder
{
get
{
return m_Folder;
}
}
private bool m_Visible;
public bool visible
{
get
{
return m_Visible;
}
}
public TRS trs
{
get
{
TRS trs = new TRS();
trs.position = position;
trs.rotation = rotation;
trs.scale = lossyScale;
return trs;
}
}
public virtual Vector3 center
{
get
{
return GetComponentInChildren<Renderer>().bounds.center;
}
set
{
Vector3 offset = new Vector3(0, -GetComponentInChildren<Renderer>().bounds.size.y / 2f, 0);
transform.position = value + offset;
}
}
public virtual Vector3 position
{
get
{
return transform.position;
}
set
{
transform.position = value;
}
}
public virtual Quaternion rotation
{
get
{
return transform.rotation;
}
set
{
transform.rotation = value;
}
}
public virtual Vector3 lossyScale
{
get
{
return transform.lossyScale;
}
}
public virtual void Initialize( GameObject obj , string folder)
{
unitObj = obj;
m_Folder = folder;
unitComponents = new List<UnitComponent>();
Initialize();
OnPostInitailize();
}
protected virtual void Initialize()
{
unitSkill = GetOrAddUnitComponent<UnitSkill>();
unitSkill.Initialize();
unitRootMotion = GetOrAddUnitComponent<UnitRootMotion>();
unitRootMotion.Initialize();
unitCollider = GetOrAddUnitComponent<UnitCollider>();
unitCollider.Initialize();
unitBody = GetOrAddUnitComponent<UnitBody>();
unitBody.Initialize();
unitRender = GetOrAddUnitComponent<UnitRender>();
unitRender.Initialize();
unitLensEffect = GetOrAddUnitComponent<UnitLensEffect>();
unitLensEffect.Initialize();
unitDetail = gameObject.GetComponentInChildren<UnitDetail>();
unitPreprocessing = GetOrAddUnitComponent<UnitPreprocessing>();
unitPreprocessing.Initialize();
}
private void OnPostInitailize()
{
if (unitComponents == null)
return;
for(int i = 0; i < unitComponents.Count; ++i)
{
unitComponents[i].OnPostInitialize();
}
}
protected T GetOrAddUnitComponent<T>() where T : UnitComponent
{
T comp = gameObject.GetOrAddComponent<T>();
Debug.Assert(unitComponents != null);
unitComponents.Add(comp);
return comp;
}
public virtual void Update()
{
unitRender.OnUpdate();
unitState.OnUpdate();
unitAnimation.OnUpdate();
unitSkill.OnUpdate();
unitRootMotion.OnUpdate();
unitLensEffect.OnUpdate();
}
public virtual void OnDestroy()
{
}
public virtual void OnHit(CollisionInfo info)
{
}
public virtual void OnGetHit(CollisionInfo info)
{
}
public virtual void OnGetShot(CollisionInfo info)
{
}
public virtual void OnGrab()
{
}
public virtual void OnPull()
{
}
public void SetYPosition(float y)
{
Vector3 pos = transform.position;
pos.y = y;
transform.position = pos;
}
public UnitSnapshotInfo TakeSnapshot()
{
UnitSnapshotInfo snapshot = new UnitSnapshotInfo();
snapshot.trs = new TRS(unitObj.transform.position, unitObj.transform.rotation, unitObj.transform.lossyScale);
snapshot.unit = this;
snapshot.animStateHash = unitAnimation.baseLayer.stateHash;
snapshot.normalizedTime = unitAnimation.baseLayer.playbackNormalizedTime;
return snapshot;
}
public UnitSnapshotInfo TakeSnapshotClosestDashPose(bool forward = true)
{
UnitSnapshotInfo snapshot = new UnitSnapshotInfo();
return snapshot;
}
}
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