更新角色包

This commit is contained in:
MuHua-123
2025-03-18 16:29:34 +08:00
parent e4d10c15c6
commit 94e29db2cb
52 changed files with 294 additions and 653 deletions
@@ -1,25 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
/// <summary>
/// 角色动作
/// </summary>
public abstract class Ikinesis {
/// <summary> 持续更新 </summary>
public virtual void Update() { }
/// <summary> 动作过渡 </summary>
public abstract bool Transition(Ikinesis kinesis);
public virtual void Startkinesis() { }
/// <summary> 触发动画特效 </summary>
public virtual void AnimationEffects() { }
/// <summary> 动画结束 </summary>
public virtual void AnimationEnd() { }
/// <summary> 动画退出 </summary>
public virtual void AnimationExit() { }
}
}
@@ -1,11 +0,0 @@
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@@ -1,22 +0,0 @@
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;
public KinesisAttack(ICharacter character, string name = "Attack01") {
animName = name;
animator = character.GetComponent<IAnimator>();
}
public override bool Transition(Ikinesis kinesis) => animEnd;
public override void Startkinesis() => animator.Transition(animName);
public override void AnimationEnd() => animEnd = true;
}
}
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@@ -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");
}
}
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@@ -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);
}
}
}
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@@ -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();
}
}
}
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