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
@@ -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() { }
}
}
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@@ -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() { }
}
}
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