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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif

// 同步root motion到角色根节点
[DisallowMultipleComponent]
public class UnitRootMotion : UnitComponent
{
	RootMotionData m_RootMotionData;

	Dictionary<UnitAnimation.EAnimState, RootMotionData> m_RootMotionDic = new Dictionary<UnitAnimation.EAnimState, RootMotionData>();

	private float m_PrevNormalTime;

	public override void Initialize()
	{
		base.Initialize();
	}

#if false // 用自定义root motion 
    
	public void Reset()
	{
		m_PrevNormalTime = 0;
	}

	public override void OnUpdate()
	{
		base.OnUpdate();

		var state = m_Owner.unitAnimation.curState;
		float playbackTime = m_Owner.unitAnimation.playbackTime;

		var rootMotion = m_RootMotionDic[state];
		float normalTime = (playbackTime % rootMotion.animationLength) / rootMotion.animationLength;

		if (m_PrevNormalTime > normalTime)
			m_PrevNormalTime = 0;

		m_Owner.transform.position += rootMotion.GetRootMotionDistance(m_PrevNormalTime, normalTime);
		m_PrevNormalTime = normalTime;
	}

	public void SetUpRootMotion(string unitFolder, UnitActionData actions)
	{
		if (actions == null)
			return;

		foreach (var action in actions.actions)
		{
#if UNITY_EDITOR
			AnimationClip clip = action.Value;
			string name = clip.name;
			string path = unitFolder + "RootMotion/" + name + ".asset";
			RootMotionData data = AssetDatabase.LoadAssetAtPath<RootMotionData>(path);
			m_RootMotionDic.Add(action.Key, data);
#endif
		}
	}

#else

    public override void OnUpdate()
	{
		base.OnUpdate();
	}

	public void UpdateRootMotion()
	{
		Vector3 dest = m_Owner.unitAnimation.animator.deltaPosition;
		dest.x = 0; //限制x轴始终在x=0
		m_Owner.transform.position += dest;
	}

#endif

}