更新角色包
This commit is contained in:
@@ -1,25 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MuHua {
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public class AnimatorStandard : IAnimator {
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private string layer;
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private string current;
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private Animator animator;
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private void Awake() => animator = GetComponent<Animator>();
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public override void Transition(string name) {
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if (current == name) { animator.Play(name); }
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else { animator.CrossFade(name, 0.1f); }
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current = name;
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// 判断当前动画,如果不是相同动画就增加过渡
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// AnimatorStateInfo currentState = animator.GetCurrentAnimatorStateInfo(0);
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// Debug.Log($"{currentState.normalizedTime} , {this.kinesis.AnimName}");
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}
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public override void SetFloat(string name, float value) => animator.SetFloat(name, value);
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}
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}
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@@ -1,13 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MuHua {
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[RequireComponent(typeof(Animator))]
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public abstract class IAnimator : MonoBehaviour {
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/// <summary> 动画过渡 </summary>
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public abstract void Transition(string name);
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/// <summary> 设置参数 </summary>
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public abstract void SetFloat(string name, float value);
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}
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}
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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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folderAsset: yes
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userData:
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assetBundleName:
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@@ -1,16 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MuHua {
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public class CharacterPlayer : ICharacter {
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private void Awake() => Transitionkinesis(new KinesisIdle(this));
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public override void Transitionkinesis(Ikinesis kinesis) {
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if (currentKinesis != null && !currentKinesis.Transition(kinesis)) { return; }
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currentKinesis = kinesis;
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currentKinesis.Startkinesis();
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}
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}
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}
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@@ -1,21 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MuHua {
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public abstract class ICharacter : MonoBehaviour {
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public Ikinesis currentKinesis;
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public void Update() => currentKinesis.Update();
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/// <summary> 过渡动作 </summary>
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public abstract void Transitionkinesis(Ikinesis kinesis);
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/// <summary> 触发动画特效 </summary>
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public virtual void AnimationEffects() => currentKinesis.AnimationEffects();
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/// <summary> 动画结束 </summary>
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public virtual void AnimationEnd() => currentKinesis.AnimationEnd();
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/// <summary> 动画退出 </summary>
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public virtual void AnimationExit() => currentKinesis.AnimationExit();
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}
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}
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@@ -1,11 +0,0 @@
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defaultReferences: []
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userData:
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+1
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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@@ -0,0 +1,46 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MuHua {
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/// <summary>
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/// 动作动画控制器
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/// </summary>
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[RequireComponent(typeof(Animator))]
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public class KinesisAnimator : MonoBehaviour {
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protected int layerIndex;
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protected string current;
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protected Animator animator;
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protected IKinesis kinesis;
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public virtual void Awake() => animator = GetComponent<Animator>();
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/// <summary> 设置动作 </summary>
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public virtual void SetKinesis(IKinesis kinesis) => this.kinesis = kinesis;
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/// <summary> 动画过渡 </summary>
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public virtual void Transition(int layerIndex, string name, float normalizedTransitionDuration = 0.1f) {
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animator.SetLayerWeight(this.layerIndex, 0);
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animator.SetLayerWeight(layerIndex, 1);
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this.layerIndex = layerIndex;
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Transition(name, normalizedTransitionDuration);
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}
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/// <summary> 动画过渡 </summary>
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public virtual void Transition(string name, float normalizedTransitionDuration = 0.1f) {
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if (current == name) { animator.Play(name); }
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else { animator.CrossFade(name, normalizedTransitionDuration); }
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current = name;
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}
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/// <summary> 设置参数 </summary>
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public virtual void SetBool(string name, bool value) => animator.SetBool(name, value);
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/// <summary> 设置参数 </summary>
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public virtual void SetFloat(string name, float value) => animator.SetFloat(name, value);
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/// <summary> 触发动画特效 </summary>
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public virtual void AnimationEffects() => kinesis?.AnimationEffects();
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/// <summary> 动画结束(有后摇) </summary>
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public virtual void AnimationEnd() => kinesis?.AnimationEnd();
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/// <summary> 动画退出(无后摇) </summary>
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public virtual void AnimationExit() => kinesis?.AnimationExit();
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}
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}
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+1
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: e3ceef7224b9b094aadaa9b3a0238648
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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@@ -0,0 +1,32 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MuHua {
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/// <summary>
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/// 动作控制器
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/// </summary>
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public class KinesisController : MonoBehaviour {
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public KinesisAnimator animator;
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public KinesisMovement movement;
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private IKinesis currentKinesis;
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public virtual void Awake() => TransitionKinesis(new KinesisIdle());
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public virtual void Update() => currentKinesis?.UpdateKinesis();
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/// <summary> 动作过渡 </summary>
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public virtual void TransitionKinesis(IKinesis kinesis) {
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//不可以转换
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if (currentKinesis != null && !currentKinesis.Transition(kinesis)) { return; }
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//进行转换
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currentKinesis?.FinishKinesis();
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currentKinesis = kinesis;
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currentKinesis?.StartKinesis();
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animator?.SetKinesis(currentKinesis);
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movement?.SetKinesis(currentKinesis);
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}
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}
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}
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+1
-1
@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: e64668e8630d6c149bd637156aa1c42d
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MonoImporter:
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serializedVersion: 2
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@@ -0,0 +1,100 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MuHua {
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/// <summary>
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/// 动作运动控制器
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/// </summary>
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[RequireComponent(typeof(CharacterController))]
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public class KinesisMovement : MonoBehaviour {
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public float moveSpeed = 5;// 移动速度
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public float acceleration = 10.0f;// 加速度
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[Range(0.0f, 0.3f)]
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public float rotationSmoothTime = 0.12f;// 旋转平滑
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protected float currentSpeed;// 当前速度
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protected Vector2 moveDirection;// 移动方向
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protected float animationBlend;// 动画混合速度
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protected float targetRotation = 0.0f;// 旋转目标
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protected float rotationVelocity;// 旋转速度
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protected float verticalVelocity;// 垂直速度
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protected IKinesis kinesis;// 当前动作
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protected KinesisAnimator animator;// 动作动画控制器
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protected CharacterController controller;// 角色控制器
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public virtual bool IsStop => currentSpeed == 0;
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public virtual void Awake() {
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animator = GetComponent<KinesisAnimator>();
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controller = GetComponent<CharacterController>();
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}
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public virtual void Update() {
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PlanarMovement();
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}
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/// <summary> 设置动作 </summary>
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public virtual void SetKinesis(IKinesis kinesis) => this.kinesis = kinesis;
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/// <summary> 设置方向 </summary>
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public virtual void SetDirection(Vector2 moveDirection) => this.moveDirection = moveDirection;
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/// <summary> 停止移动 </summary>
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public virtual void StopMovement() {
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currentSpeed = 0;
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moveDirection = Vector2.zero;
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animationBlend = 0;
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animator?.SetFloat("MoveSpeed", animationBlend);
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}
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/// <summary> 平面移动 </summary>
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public virtual void PlanarMovement() {
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// 设定目标速度
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float targetSpeed = moveSpeed;
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// 一种简单的加速和减速设计,易于拆卸、更换或迭代
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// 如果没有输入,将目标速度设置为0
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if (moveDirection == Vector2.zero && currentSpeed == 0) { return; }
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if (moveDirection == Vector2.zero) targetSpeed = 0.0f;
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// 当前水平速度的参考
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// float currentHorizontalSpeed = new Vector3(controller.velocity.x, 0.0f, controller.velocity.z).magnitude;
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// float speedOffset = 0.1f;
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// 加速或减速至目标速度
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// if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > targetSpeed + speedOffset) {
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// 产生弯曲的结果,而不是线性的结果,从而产生更有机的速度变化
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// 注意Lerp中的T是夹紧的,所以我们不需要夹紧我们的速度
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currentSpeed = Mathf.Lerp(currentSpeed, targetSpeed, Time.deltaTime * acceleration);
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// round speed to 3 decimal places
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currentSpeed = Mathf.Round(currentSpeed * 1000f) / 1000f;
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// }
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// else { currentSpeed = targetSpeed; }
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animationBlend = Mathf.Lerp(animationBlend, targetSpeed, Time.deltaTime * acceleration);
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if (animationBlend < 0.01f) animationBlend = 0f;
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// 使输入方向标准化
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Vector3 inputDirection = new Vector3(moveDirection.x, 0.0f, moveDirection.y).normalized;
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// 如果有移动输入,则在玩家移动时旋转玩家
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if (moveDirection != Vector2.zero) {
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targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg;
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float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref rotationVelocity, rotationSmoothTime);
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// 相对于相机位置旋转到面向输入方向
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transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
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}
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Vector3 targetDirection = Quaternion.Euler(0.0f, targetRotation, 0.0f) * Vector3.forward;
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// 移动
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controller.Move(targetDirection.normalized * (currentSpeed * Time.deltaTime) + new Vector3(0.0f, verticalVelocity, 0.0f) * Time.deltaTime);
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// 如果使用角色,请更新动画师
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animator?.SetFloat("MoveSpeed", animationBlend);
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}
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}
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}
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+1
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@@ -1,5 +1,5 @@
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@@ -1,43 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace MuHua {
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public class ControllerPlayer : MonoBehaviour {
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public Transform cameraController; // 相机对象
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public CharacterPlayer character;
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private Vector2 moveInput;
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private void Update() {
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if (moveInput == Vector2.zero) { return; }
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// 获取相机的前向和右向
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Vector3 cameraForward = cameraController.transform.forward;
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Vector3 cameraRight = cameraController.transform.right;
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// 忽略相机的y轴
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cameraForward.y = 0;
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cameraRight.y = 0;
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// 归一化向量
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cameraForward.Normalize();
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cameraRight.Normalize();
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// 计算相对于相机的移动方向
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Vector3 moveDirection = (cameraForward * moveInput.y + cameraRight * moveInput.x).normalized;
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// 相对于玩家的移动方向
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Vector3 position = character.transform.position + new Vector3(moveDirection.x, 0, moveDirection.z) * 0.5f;
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KinesisMove kinesis = new KinesisMove(character, position);
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character.Transitionkinesis(kinesis);
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}
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#region 输入系统
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public void OnMove(InputValue inputValue) {
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// 获取移动输入
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moveInput = inputValue.Get<Vector2>();
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}
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#endregion
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}
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}
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@@ -1,11 +0,0 @@
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@@ -1,9 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MuHua {
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public abstract class EffectsLaunch : MonoBehaviour {
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}
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}
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@@ -0,0 +1,26 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MuHua {
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/// <summary>
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/// 角色动作
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/// </summary>
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public interface IKinesis {
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/// <summary> 动作过渡 </summary>
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public bool Transition(IKinesis kinesis);
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/// <summary> 开始动作 </summary>
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public void StartKinesis();
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/// <summary> 更新动作 </summary>
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public void UpdateKinesis();
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/// <summary> 完成动作 </summary>
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||||
public void FinishKinesis();
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/// <summary> 触发动画特效 </summary>
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public void AnimationEffects();
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/// <summary> 动画结束(有后摇) </summary>
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||||
public void AnimationEnd();
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/// <summary> 动画退出(无后摇) </summary>
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public void AnimationExit();
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}
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}
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@@ -1,8 +0,0 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,25 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MuHua {
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/// <summary>
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||||
/// 角色动作
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||||
/// </summary>
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||||
public abstract class Ikinesis {
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/// <summary> 持续更新 </summary>
|
||||
public virtual void Update() { }
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||||
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||||
/// <summary> 动作过渡 </summary>
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||||
public abstract bool Transition(Ikinesis kinesis);
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||||
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||||
public virtual void Startkinesis() { }
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||||
/// <summary> 触发动画特效 </summary>
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||||
public virtual void AnimationEffects() { }
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||||
/// <summary> 动画结束 </summary>
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||||
public virtual void AnimationEnd() { }
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||||
/// <summary> 动画退出 </summary>
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||||
public virtual void AnimationExit() { }
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||||
}
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}
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@@ -1,22 +0,0 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MuHua {
|
||||
public class KinesisAttack : Ikinesis {
|
||||
public bool animEnd = false;
|
||||
public string animName;
|
||||
public IAnimator animator;
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||||
|
||||
public KinesisAttack(ICharacter character, string name = "Attack01") {
|
||||
animName = name;
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||||
animator = character.GetComponent<IAnimator>();
|
||||
}
|
||||
|
||||
public override bool Transition(Ikinesis kinesis) => animEnd;
|
||||
|
||||
public override void Startkinesis() => animator.Transition(animName);
|
||||
|
||||
public override void AnimationEnd() => animEnd = true;
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6c910b7b6bba29d4381c9bb1d615ff77
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
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|
||||
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|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,15 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MuHua {
|
||||
public class KinesisIdle : Ikinesis {
|
||||
public IAnimator animator;
|
||||
|
||||
public KinesisIdle(ICharacter character) => animator = character.GetComponent<IAnimator>();
|
||||
|
||||
public override bool Transition(Ikinesis kinesis) => true;
|
||||
|
||||
public override void Startkinesis() => animator.Transition("Idle");
|
||||
}
|
||||
}
|
||||
@@ -1,31 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MuHua {
|
||||
public class KinesisMove : Ikinesis {
|
||||
public Vector3 position;
|
||||
public IMovement movement;
|
||||
public IAnimator animator;
|
||||
public ICharacter character;
|
||||
|
||||
public KinesisMove(ICharacter character, Vector3 position) {
|
||||
this.position = position;
|
||||
this.character = character;
|
||||
movement = character.GetComponent<IMovement>();
|
||||
animator = character.GetComponent<IAnimator>();
|
||||
}
|
||||
|
||||
public override bool Transition(Ikinesis kinesis) => true;
|
||||
|
||||
public override void Startkinesis() => animator.Transition("Move");
|
||||
|
||||
public override void Update() {
|
||||
if (movement.UpdateMove(position, 5)) { character.Transitionkinesis(new KinesisIdle(character)); }
|
||||
|
||||
animator.SetFloat("MoveSpeed", movement.CurrentSpeed);
|
||||
animator.SetFloat("MoveX", movement.Direction.x);
|
||||
animator.SetFloat("MoveZ", movement.Direction.z);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,14 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using MuHua;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MuHua {
|
||||
public class KinesisTurn : Ikinesis {
|
||||
|
||||
|
||||
public override bool Transition(Ikinesis kinesis) {
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
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||||
guid: 891f774ac729c45409682ff40c2d4615
|
||||
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
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||||
guid: 0559d32326453c64bb54d392731648a2
|
||||
folderAsset: yes
|
||||
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externalObjects: {}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,33 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MuHua {
|
||||
/// <summary>
|
||||
/// 有限状态机
|
||||
/// </summary>
|
||||
public abstract class IMachine : MonoBehaviour {
|
||||
protected IMachineState currentState;
|
||||
protected Dictionary<string, IMachineState> states = new Dictionary<string, IMachineState>();
|
||||
|
||||
protected virtual void Start() => InitializeStates();
|
||||
protected virtual void Update() => currentState?.Update();
|
||||
|
||||
#region 状态机功能
|
||||
protected abstract void InitializeStates();
|
||||
protected virtual void RegisterState(string stateType, IMachineState state) {
|
||||
if (!states.ContainsKey(stateType)) { states.Add(stateType, state); }
|
||||
}
|
||||
public virtual void ChangeState(string stateType) {
|
||||
if (states.ContainsKey(stateType)) {
|
||||
currentState?.Exit();
|
||||
currentState = states[stateType];
|
||||
currentState.Enter();
|
||||
}
|
||||
else {
|
||||
Debug.LogWarning($"State {stateType} is not registered.");
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0cd74b3acde213f489a11a9e0ccd81e7
|
||||
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externalObjects: {}
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defaultReferences: []
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|
||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a2af9ed6fc4426e49807173a25d3d2cb
|
||||
folderAsset: yes
|
||||
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|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,23 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MuHua {
|
||||
/// <summary>
|
||||
/// 状态接口
|
||||
/// </summary>
|
||||
public abstract class IMachineState {
|
||||
protected readonly IMachine machine;
|
||||
|
||||
public IMachineState(IMachine machine) => this.machine = machine;
|
||||
|
||||
/// <summary> 进入状态 </summary>
|
||||
public abstract void Enter();
|
||||
/// <summary> 更新状态 </summary>
|
||||
public abstract void Update();
|
||||
/// <summary> 退出状态 </summary>
|
||||
public abstract void Exit();
|
||||
/// <summary> 触发状态 </summary>
|
||||
public abstract void Trigger();
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 18d0a64357fbec04d8fbd51d45c88e4b
|
||||
MonoImporter:
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||||
externalObjects: {}
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serializedVersion: 2
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||||
defaultReferences: []
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icon: {instanceID: 0}
|
||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a359f8431aa19b846b623d9dd066bae3
|
||||
folderAsset: yes
|
||||
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|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,22 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MuHua {
|
||||
/// <summary>
|
||||
/// 运动控制器
|
||||
/// </summary>
|
||||
public abstract class IMovement : MonoBehaviour {
|
||||
/// <summary> 当前速度 </summary>
|
||||
public abstract float CurrentSpeed { get; }
|
||||
/// <summary> 当前方向 </summary>
|
||||
public abstract Vector3 Direction { get; }
|
||||
|
||||
/// <summary> 更新移动 </summary>
|
||||
public abstract bool UpdateMove(Vector3 position, float moveSpeed);
|
||||
/// <summary> 获取随机位置 </summary>
|
||||
public abstract Vector3 RandomTargetPosition();
|
||||
/// <summary> 停止移动 </summary>
|
||||
public abstract void StopMoving();
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d034bee659058394d8641aad1f9e7023
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,17 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MuHua {
|
||||
public class MovementNavigation : MonoBehaviour {
|
||||
// Start is called before the first frame update
|
||||
void Start() {
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update() {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9eb06e286a5289a439f220c0a3656568
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,115 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MuHua {
|
||||
/// <summary>
|
||||
/// 标准运动实现
|
||||
/// </summary>
|
||||
public class MovementStandard : IMovement {
|
||||
public Vector3 position;
|
||||
public float moveSpeed = 5.0f; // 最大移动速度
|
||||
public float acceleration = 20.0f; // 加速度
|
||||
public float steeringSpeed = 180.0f; // 加速度
|
||||
public float currentSpeed = 0.0f; // 当前速度
|
||||
public Vector3 direction; // 面向
|
||||
public CharacterController controller;
|
||||
|
||||
private float _targetRotation = 0.0f;
|
||||
private float _rotationVelocity;
|
||||
private float _verticalVelocity;
|
||||
|
||||
public override float CurrentSpeed => currentSpeed;
|
||||
|
||||
public override Vector3 Direction => direction;
|
||||
|
||||
private void Awake() => position = transform.position;
|
||||
|
||||
private void Update() {
|
||||
// 计算相对于世界坐标系的移动方向
|
||||
Vector3 moveDirection = (position - transform.position).normalized;
|
||||
float distance = Vector3.Distance(transform.position, position);
|
||||
|
||||
// float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
|
||||
float targetSpeed = moveSpeed;
|
||||
|
||||
// 注意:Vector2的==运算符使用近似值,因此不易出现浮点误差,并且比幅度便宜
|
||||
// 如果没有输入,将目标速度设置为0
|
||||
if (distance < 0.2f) { targetSpeed = 0.0f; }
|
||||
|
||||
// 角色当前水平速度的参考
|
||||
//float currentHorizontalSpeed = new Vector3(controller.velocity.x, 0.0f, controller.velocity.z).magnitude;
|
||||
|
||||
float speedOffset = 0.1f;
|
||||
//float inputMagnitude = moveDirection.magnitude;
|
||||
|
||||
// 加速或减速至目标速度
|
||||
if (currentSpeed < targetSpeed - speedOffset || currentSpeed > targetSpeed + speedOffset) {
|
||||
// 产生弯曲的结果,而不是线性的结果,从而产生更有机的速度变化
|
||||
// 注意Lerp中的T是夹紧的,所以我们不需要夹紧我们的速度
|
||||
currentSpeed = Mathf.Lerp(currentSpeed, targetSpeed, Time.deltaTime * acceleration);
|
||||
|
||||
// 四舍五入到小数点后3位
|
||||
//currentSpeed = Mathf.Round(currentSpeed * 1000f) / 1000f;
|
||||
}
|
||||
else { currentSpeed = targetSpeed; }
|
||||
|
||||
// 注意:矢量2!=运算符使用近似值,因此不易出现浮点误差,而且比幅度便宜
|
||||
// 如果有移动输入,则在玩家移动时旋转玩家
|
||||
// if (moveDirection != Vector3.zero) {
|
||||
// _targetRotation = Mathf.Atan2(moveDirection.x, moveDirection.z) * Mathf.Rad2Deg;
|
||||
// float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity, steeringSpeed);
|
||||
|
||||
// // 相对于相机位置旋转到面向输入方向
|
||||
// transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
|
||||
// }
|
||||
|
||||
|
||||
//Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward;
|
||||
|
||||
// 移动角色
|
||||
// controller.Move(targetDirection.normalized * (currentSpeed * Time.deltaTime) + new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
|
||||
|
||||
// 平滑加速和减速
|
||||
//currentSpeed = Mathf.MoveTowards(currentSpeed, moveSpeed, acceleration * Time.deltaTime);
|
||||
|
||||
// 移动玩家
|
||||
//transform.Translate(moveDirection * currentSpeed * Time.deltaTime, Space.World);
|
||||
|
||||
controller.Move(moveDirection * currentSpeed * Time.deltaTime);
|
||||
|
||||
// 如果有移动输入,则更新玩家的朝向
|
||||
if (distance > 0.1f) {
|
||||
Quaternion toRotation = Quaternion.LookRotation(moveDirection, Vector3.up);
|
||||
transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, moveSpeed * Time.deltaTime * steeringSpeed);
|
||||
}
|
||||
|
||||
// 计算转向向量
|
||||
Vector3 localMoveDirection = transform.InverseTransformDirection(moveDirection * currentSpeed);
|
||||
localMoveDirection = localMoveDirection.normalized;
|
||||
// 对localMoveDirection的x和z进行分类处理
|
||||
float moveX = Convert.ToInt32(localMoveDirection.x);
|
||||
float moveZ = Convert.ToInt32(localMoveDirection.z);
|
||||
direction = new Vector3(moveX, 0, moveZ);
|
||||
}
|
||||
|
||||
public override bool UpdateMove(Vector3 position, float moveSpeed) {
|
||||
this.position = position;
|
||||
this.moveSpeed = moveSpeed;
|
||||
|
||||
// 如果到达目标位置,返回 true
|
||||
float distance = Vector3.Distance(transform.position, position);
|
||||
|
||||
return distance < 0.05f;
|
||||
}
|
||||
public override Vector3 RandomTargetPosition() {
|
||||
float randomX = UnityEngine.Random.Range(-10.0f, 10.0f);
|
||||
float randomZ = UnityEngine.Random.Range(-10.0f, 10.0f);
|
||||
return transform.position + new Vector3(randomX, 0, randomZ);
|
||||
}
|
||||
public override void StopMoving() {
|
||||
currentSpeed = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 699b617ae51a79a4390529e4e03405a2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,9 +1,7 @@
|
||||
{
|
||||
"name": "MuHua.Character",
|
||||
"rootNamespace": "",
|
||||
"references": [
|
||||
"GUID:75469ad4d38634e559750d17036d5f7c"
|
||||
],
|
||||
"references": [],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
|
||||
+1
-1
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7cd21ba4756d406468a37fe882d097ae
|
||||
guid: 8c36f49b360d4c048aef47715ebb0616
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||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
@@ -0,0 +1,20 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MuHua {
|
||||
/// <summary>
|
||||
/// 空闲动作
|
||||
/// </summary>
|
||||
public class KinesisIdle : IKinesis {
|
||||
|
||||
public bool Transition(IKinesis kinesis) => true;
|
||||
public void StartKinesis() { }
|
||||
public void UpdateKinesis() { }
|
||||
public void FinishKinesis() { }
|
||||
|
||||
public void AnimationEffects() { }
|
||||
public void AnimationEnd() { }
|
||||
public void AnimationExit() { }
|
||||
}
|
||||
}
|
||||
+1
-1
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 190d2b1706b7e0b42b9700950c4e2c18
|
||||
guid: 99fdb0fe5f05b3b44bf010af88ab1f8f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -0,0 +1,61 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MuHua {
|
||||
/// <summary>
|
||||
/// 移动动作
|
||||
/// </summary>
|
||||
public class KinesisMove : IKinesis {
|
||||
|
||||
public Vector3 position;
|
||||
public Vector3 eulerAngles;
|
||||
public Vector2 moveDirection;// 移动方向
|
||||
public KinesisMovement movement;
|
||||
public KinesisController controller;
|
||||
|
||||
public KinesisMove(KinesisController controller, Vector2 moveDirection) {
|
||||
this.controller = controller;
|
||||
this.moveDirection = moveDirection;
|
||||
movement = controller.movement;
|
||||
position = movement.transform.position;
|
||||
eulerAngles = movement.transform.eulerAngles;
|
||||
}
|
||||
public KinesisMove(KinesisController controller, Vector2 moveDirection, Vector3 position, Vector3 eulerAngles) {
|
||||
this.position = position;
|
||||
this.eulerAngles = eulerAngles;
|
||||
this.controller = controller;
|
||||
this.moveDirection = moveDirection;
|
||||
movement = controller.movement;
|
||||
}
|
||||
|
||||
public bool Transition(IKinesis kinesis) {
|
||||
KinesisMove move = kinesis as KinesisMove;
|
||||
if (move == null) { return true; }
|
||||
position = move.position;
|
||||
eulerAngles = move.eulerAngles;
|
||||
moveDirection = move.moveDirection;
|
||||
movement.transform.position = position;
|
||||
movement.transform.eulerAngles = eulerAngles;
|
||||
movement.SetDirection(moveDirection);
|
||||
return false;
|
||||
}
|
||||
public void StartKinesis() {
|
||||
movement.transform.position = position;
|
||||
movement.transform.eulerAngles = eulerAngles;
|
||||
movement.SetDirection(moveDirection);
|
||||
}
|
||||
public void UpdateKinesis() {
|
||||
if (!movement.IsStop) { return; }
|
||||
controller.TransitionKinesis(new KinesisIdle());
|
||||
}
|
||||
public void FinishKinesis() {
|
||||
movement.StopMovement();
|
||||
}
|
||||
|
||||
public void AnimationEffects() { }
|
||||
public void AnimationEnd() { }
|
||||
public void AnimationExit() { }
|
||||
|
||||
}
|
||||
}
|
||||
+1
-1
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
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guid: 7c4416dfc61926e439368a6fd3b26675
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guid: 5c1bd98cf0e078140ab99d637e398ed1
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: 1c84ca502025179419c2b8afb29080aa
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,9 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MuHua {
|
||||
public abstract class VisualField : MonoBehaviour {
|
||||
|
||||
}
|
||||
}
|
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: e4d36e9e525a8a7429e5a7d9edf17cb2
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MonoImporter:
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userData:
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@@ -1,9 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace MuHua {
|
||||
public abstract class VisualFieldStandard : VisualField {
|
||||
|
||||
}
|
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 3595d54d26ddd5c47b4d4a3025935ecb
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userData:
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Reference in New Issue
Block a user