This commit is contained in:
MuHua-123
2025-03-11 23:45:41 +08:00
parent a86e32c89e
commit 9f56eff9c0
48 changed files with 319 additions and 158 deletions
@@ -1,5 +1,5 @@
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@@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
public class AnimatorStandard : IAnimator {
private string layer;
private string current;
private Animator animator;
private void Awake() => animator = GetComponent<Animator>();
public override void Transition(string name) {
if (current == name) { animator.Play(name); }
else { animator.CrossFade(name, 0.1f); }
current = name;
// 判断当前动画,如果不是相同动画就增加过渡
// AnimatorStateInfo currentState = animator.GetCurrentAnimatorStateInfo(0);
// Debug.Log($"{currentState.normalizedTime} , {this.kinesis.AnimName}");
}
public override void SetFloat(string name, float value) => animator.SetFloat(name, value);
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,13 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
[RequireComponent(typeof(Animator))]
public abstract class IAnimator : MonoBehaviour {
/// <summary> 动画过渡 </summary>
public abstract void Transition(string name);
/// <summary> 设置参数 </summary>
public abstract void SetFloat(string name, float value);
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,16 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
public class CharacterPlayer : ICharacter {
private void Awake() => Transitionkinesis(new KinesisIdle(this));
public override void Transitionkinesis(Ikinesis kinesis) {
if (currentKinesis != null && !currentKinesis.Transition(kinesis)) { return; }
currentKinesis = kinesis;
currentKinesis.Startkinesis();
}
}
}
@@ -4,18 +4,18 @@ using UnityEngine;
namespace MuHua {
public abstract class ICharacter : MonoBehaviour {
public Ikinesis kinesis;
public Ikinesis currentKinesis;
public void Update() => kinesis.Update();
public void Update() => currentKinesis.Update();
/// <summary> 更新动作 </summary>
public abstract void Updatekinesis(Ikinesis kinesis);
/// <summary> 过渡动作 </summary>
public abstract void Transitionkinesis(Ikinesis kinesis);
/// <summary> 触发动画特效 </summary>
public virtual void AnimationEffects() => kinesis.AnimationEffects();
public virtual void AnimationEffects() => currentKinesis.AnimationEffects();
/// <summary> 动画结束 </summary>
public virtual void AnimationEnd() => kinesis.AnimationEnd();
public virtual void AnimationEnd() => currentKinesis.AnimationEnd();
/// <summary> 动画退出 </summary>
public virtual void AnimationExit() => kinesis.AnimationExit();
public virtual void AnimationExit() => currentKinesis.AnimationExit();
}
}
@@ -1,62 +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 : Movement {
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 override float CurrentSpeed => currentSpeed;
public override Vector3 Direction => direction;
public override bool UpdateMove(Vector3 position) {
// 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);
// 平滑加速和减速
currentSpeed = distance > 0.2f
? Mathf.MoveTowards(currentSpeed, moveSpeed, acceleration * Time.deltaTime)
: Mathf.MoveTowards(currentSpeed, 0, acceleration * Time.deltaTime);
// 移动玩家
transform.Translate(moveDirection * currentSpeed * Time.deltaTime, Space.World);
// 如果有移动输入,则更新玩家的朝向
if (distance != 0) {
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);
// 如果到达目标位置,返回 true
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;
}
}
}
@@ -4,9 +4,9 @@ using UnityEngine;
using UnityEngine.InputSystem;
namespace MuHua {
public class PlayerController : MonoBehaviour {
public class ControllerPlayer : MonoBehaviour {
public Transform cameraController; // 相机对象
public PlayerCharacter character;
public CharacterPlayer character;
private Vector2 moveInput;
@@ -29,8 +29,8 @@ namespace MuHua {
// 相对于玩家的移动方向
Vector3 position = character.transform.position + new Vector3(moveDirection.x, 0, moveDirection.z) * 0.5f;
PlayerKinesisMove kinesis = new PlayerKinesisMove(position, character);
character.Updatekinesis(kinesis);
KinesisMove kinesis = new KinesisMove(character, position);
character.Transitionkinesis(kinesis);
}
#region
@@ -7,14 +7,14 @@ namespace MuHua {
/// 角色动作
/// </summary>
public abstract class Ikinesis {
/// <summary> 动画名字 </summary>
public abstract string AnimName { get; }
/// <summary> 是否可以打断 </summary>
public abstract bool Interrupt { get; }
/// <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>
@@ -0,0 +1,22 @@
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;
}
}
@@ -0,0 +1,15 @@
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");
}
}
@@ -0,0 +1,31 @@
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);
}
}
}
@@ -0,0 +1,14 @@
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();
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,8 @@
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@@ -6,14 +6,14 @@ namespace MuHua {
/// <summary>
/// 运动控制器
/// </summary>
public abstract class Movement : MonoBehaviour {
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);
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>
@@ -0,0 +1,115 @@
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;
}
}
}
@@ -1,20 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
public class PlayerCharacter : ICharacter {
public Animator animator;
public Movement movement;
private void Awake() => kinesis = new PlayerKinesisIdle();
public override void Updatekinesis(Ikinesis kinesis) {
if (!this.kinesis.Interrupt) { return; }
this.kinesis = kinesis;
//播放动画
animator.Play(this.kinesis.AnimName);
}
}
}
@@ -1,16 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
public class PlayerKinesisAttack : Ikinesis {
public string animName = "Attack01";
public bool animEnd = false;
public override string AnimName => animName;
public override bool Interrupt => animEnd;
public override void AnimationEnd() => animEnd = true;
}
}
@@ -1,10 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
public class PlayerKinesisIdle : Ikinesis {
public override string AnimName => "Idle";
public override bool Interrupt => true;
}
}
@@ -1,31 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
public class PlayerKinesisMove : Ikinesis {
public Vector3 position;
public Movement movement;
public Animator animator;
public PlayerCharacter character;
public Ikinesis transition = new PlayerKinesisIdle();
public override string AnimName => "Move";
public override bool Interrupt => true;
public PlayerKinesisMove(Vector3 position, PlayerCharacter character) {
this.position = position;
this.movement = character.movement;
this.animator = character.animator;
this.character = character;
}
public override void Update() {
if (movement.UpdateMove(position)) { character.Updatekinesis(transition); }
animator.SetFloat("MoveSpeed", movement.CurrentSpeed);
animator.SetFloat("MoveX", movement.Direction.x);
animator.SetFloat("MoveZ", movement.Direction.z);
}
}
}