更新角色包
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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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/// 空闲动作
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/// </summary>
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public class KinesisIdle : IKinesis {
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public bool Transition(IKinesis kinesis) => true;
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public void StartKinesis() { }
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public void UpdateKinesis() { }
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public void FinishKinesis() { }
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public void AnimationEffects() { }
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public void AnimationEnd() { }
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public void AnimationExit() { }
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}
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}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,61 @@
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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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/// 移动动作
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/// </summary>
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public class KinesisMove : IKinesis {
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public Vector3 position;
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public Vector3 eulerAngles;
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public Vector2 moveDirection;// 移动方向
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public KinesisMovement movement;
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public KinesisController controller;
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public KinesisMove(KinesisController controller, Vector2 moveDirection) {
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this.controller = controller;
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this.moveDirection = moveDirection;
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movement = controller.movement;
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position = movement.transform.position;
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eulerAngles = movement.transform.eulerAngles;
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}
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public KinesisMove(KinesisController controller, Vector2 moveDirection, Vector3 position, Vector3 eulerAngles) {
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this.position = position;
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this.eulerAngles = eulerAngles;
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this.controller = controller;
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this.moveDirection = moveDirection;
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movement = controller.movement;
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}
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public bool Transition(IKinesis kinesis) {
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KinesisMove move = kinesis as KinesisMove;
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if (move == null) { return true; }
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position = move.position;
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eulerAngles = move.eulerAngles;
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moveDirection = move.moveDirection;
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movement.transform.position = position;
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movement.transform.eulerAngles = eulerAngles;
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movement.SetDirection(moveDirection);
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return false;
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}
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public void StartKinesis() {
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movement.transform.position = position;
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movement.transform.eulerAngles = eulerAngles;
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movement.SetDirection(moveDirection);
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}
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public void UpdateKinesis() {
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if (!movement.IsStop) { return; }
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controller.TransitionKinesis(new KinesisIdle());
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}
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public void FinishKinesis() {
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movement.StopMovement();
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}
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public void AnimationEffects() { }
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public void AnimationEnd() { }
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public void AnimationExit() { }
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}
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}
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@@ -0,0 +1,11 @@
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