修改角色包

This commit is contained in:
MuHua-123
2025-03-10 23:44:06 +08:00
parent fe0ba181fa
commit a86e32c89e
51 changed files with 550 additions and 313 deletions
@@ -3,30 +3,30 @@ using System.Collections.Generic;
using UnityEngine;
using MuHua;
public class AnimalChasingState<T> : MachineState where T : Component {
public T target;
public string ToDefault = "Eating";
public readonly AnimalMachine animal;
public AnimalChasingState(Machine machine) : base(machine) => animal = machine as AnimalMachine;
// public class AnimalChasingState<T> : IStateMachine where T : Component {
// public T target;
// public string ToDefault = "Eating";
// public readonly AnimalMachine animal;
// public AnimalChasingState(StateMachine machine) : base(machine) => animal = machine as AnimalMachine;
public override void Enter() {
bool valid = animal.Find(out target);
if (!valid) { animal.ChangeState("Idle"); }
}
// public override void Enter() {
// bool valid = animal.Find(out target);
// if (!valid) { animal.ChangeState("Idle"); }
// }
public override void Exit() {
animal.movement.StopMoving();
animal.animator.SetFloat("MoveSpeed", 0);
}
// public override void Exit() {
// animal.movement.StopMoving();
// animal.animator.SetFloat("MoveSpeed", 0);
// }
public override void Trigger() {
// public override void Trigger() {
}
// }
public override void Update() {
if (target == null) { animal.ChangeState(ToDefault); return; }
bool complete = animal.movement.UpdateMove(target.transform.position);
animal.animator.SetFloat("MoveSpeed", animal.movement.currentSpeed);
if (complete) { animal.ChangeState(ToDefault); }
}
}
// public override void Update() {
// if (target == null) { animal.ChangeState(ToDefault); return; }
// bool complete = animal.movement.UpdateMove(target.transform.position);
// animal.animator.SetFloat("MoveSpeed", animal.movement.currentSpeed);
// if (complete) { animal.ChangeState(ToDefault); }
// }
// }
@@ -3,37 +3,37 @@ using System.Collections.Generic;
using UnityEngine;
using MuHua;
public class AnimalEatingState : MachineState {
public string ToDefault = "Idle";
// public class AnimalEatingState : IStateMachine {
// public string ToDefault = "Idle";
private AnimalFood target;
// private AnimalFood target;
public AnimalMachine animal;
public AnimalEatingState(Machine machine) : base(machine) => animal = machine as AnimalMachine;
// public AnimalMachine animal;
// public AnimalEatingState(StateMachine machine) : base(machine) => animal = machine as AnimalMachine;
public override void Enter() {
if (!animal.Find(out target)) { Exit(); return; }
// public override void Enter() {
// if (!animal.Find(out target)) { Exit(); return; }
// 判断target距离是否小于0.3f
float distance = Vector3.Distance(animal.transform.position, target.transform.position);
if (distance >= 0.1f) { Exit(); return; }
// // 判断target距离是否小于0.3f
// float distance = Vector3.Distance(animal.transform.position, target.transform.position);
// if (distance >= 0.1f) { Exit(); return; }
animal.animator.SetBool("Eating", true);
}
// animal.animator.SetBool("Eating", true);
// }
public override void Exit() {
animal.animator.SetBool("Eating", false);
}
// public override void Exit() {
// animal.animator.SetBool("Eating", false);
// }
public override void Trigger() {
animal.hunger += target.nutritionValue;
animal.hunger = Mathf.Clamp(animal.hunger, 0, animal.maxHunger);
GameObject.Destroy(target.gameObject);
// public override void Trigger() {
// animal.hunger += target.nutritionValue;
// animal.hunger = Mathf.Clamp(animal.hunger, 0, animal.maxHunger);
// GameObject.Destroy(target.gameObject);
animal.ChangeState(ToDefault);
}
// animal.ChangeState(ToDefault);
// }
public override void Update() {
// public override void Update() {
}
}
// }
// }
@@ -3,28 +3,28 @@ using System.Collections.Generic;
using UnityEngine;
using MuHua;
public class AnimalIdleState : MachineState {
public string ToDefault = "Roaming";
// public class AnimalIdleState : IStateMachine {
// public string ToDefault = "Roaming";
private float idleTime;
// private float idleTime;
public AnimalMachine animal;
public AnimalIdleState(Machine machine) : base(machine) => animal = machine as AnimalMachine;
// public AnimalMachine animal;
// public AnimalIdleState(StateMachine machine) : base(machine) => animal = machine as AnimalMachine;
public override void Enter() {
idleTime = Random.Range(3.0f, 5.0f);
}
// public override void Enter() {
// idleTime = Random.Range(3.0f, 5.0f);
// }
public override void Exit() {
// public override void Exit() {
}
// }
public override void Trigger() {
// public override void Trigger() {
}
// }
public override void Update() {
idleTime -= Time.deltaTime;
if (idleTime <= 0) { animal.ChangeState(ToDefault); }
}
}
// public override void Update() {
// idleTime -= Time.deltaTime;
// if (idleTime <= 0) { animal.ChangeState(ToDefault); }
// }
// }
@@ -3,79 +3,79 @@ using System.Collections.Generic;
using UnityEngine;
using MuHua;
public class AnimalMachine : Machine {
[Header("饥饿度参数")]
public float hunger = 100.0f; // 饥饿度,从0到100
public float maxHunger = 100.0f; // 最大饥饿度
public float searchRadius = 10.0f; // 搜索食物的半径
// public class AnimalMachine : StateMachine {
// [Header("饥饿度参数")]
// public float hunger = 100.0f; // 饥饿度,从0到100
// public float maxHunger = 100.0f; // 最大饥饿度
// public float searchRadius = 10.0f; // 搜索食物的半径
[Header("控制组件")]
public Movement movement; // 运动控制器
public Animator animator; // 动画控制器
// [Header("控制组件")]
// public Movement movement; // 运动控制器
// public Animator animator; // 动画控制器
private float hungerTimer = 0.0f; // 计时器
private float chasingCooldownTimer = 0.0f; // 追逐状态冷却计时器
private const float chasingCooldown = 5.0f; // 追逐状态冷却时间
// private float hungerTimer = 0.0f; // 计时器
// private float chasingCooldownTimer = 0.0f; // 追逐状态冷却计时器
// private const float chasingCooldown = 5.0f; // 追逐状态冷却时间
protected override void InitializeStates() {
RegisterState("Idle", new AnimalIdleState(this));
RegisterState("Roaming", new AnimalRoamingState(this));
RegisterState("Chasing", new AnimalChasingState<AnimalFood>(this));
RegisterState("Eating", new AnimalEatingState(this));
// protected override void InitializeStates() {
// RegisterState("Idle", new AnimalIdleState(this));
// RegisterState("Roaming", new AnimalRoamingState(this));
// RegisterState("Chasing", new AnimalChasingState<AnimalFood>(this));
// RegisterState("Eating", new AnimalEatingState(this));
ChangeState("Idle");
}
// ChangeState("Idle");
// }
protected override void Update() {
base.Update();
// protected override void Update() {
// base.Update();
// 更新计时器
hungerTimer += Time.deltaTime;
chasingCooldownTimer += Time.deltaTime;
// // 更新计时器
// hungerTimer += Time.deltaTime;
// chasingCooldownTimer += Time.deltaTime;
if (hungerTimer >= 1.0f) { ConsumeHunger(); }
}
// if (hungerTimer >= 1.0f) { ConsumeHunger(); }
// }
public virtual void ConsumeHunger() {
// 重置计时器
hungerTimer = 0.0f;
// 每次消耗1点饥饿度
hunger -= 1.0f;
if (hunger < 0.0f) { hunger = 0.0f; }
// public virtual void ConsumeHunger() {
// // 重置计时器
// hungerTimer = 0.0f;
// // 每次消耗1点饥饿度
// hunger -= 1.0f;
// if (hunger < 0.0f) { hunger = 0.0f; }
// 如果饥饿度低于最大饥饿度的70%,有50%的概率触发Chasing状态
// 如果饥饿度低于最大饥饿度的30%,有90%的概率触发Chasing状态
float foraging = hunger < maxHunger * 0.3f ? 0.9f : 0.5f;
bool valid = hunger < maxHunger * 0.7f && Random.value < foraging;
// // 如果饥饿度低于最大饥饿度的70%,有50%的概率触发Chasing状态
// // 如果饥饿度低于最大饥饿度的30%,有90%的概率触发Chasing状态
// float foraging = hunger < maxHunger * 0.3f ? 0.9f : 0.5f;
// bool valid = hunger < maxHunger * 0.7f && Random.value < foraging;
// 如果触发Chasing状态,且冷却时间已过,切换到Chasing状态
if (valid && chasingCooldownTimer >= chasingCooldown) {
ChangeState("Chasing");
chasingCooldownTimer = 0.0f; // 重置冷却计时器
}
}
// // 如果触发Chasing状态,且冷却时间已过,切换到Chasing状态
// if (valid && chasingCooldownTimer >= chasingCooldown) {
// ChangeState("Chasing");
// chasingCooldownTimer = 0.0f; // 重置冷却计时器
// }
// }
// 从指定范围内查找指定类型的组件
public virtual bool Find<T>(out T value) where T : Component {
Collider[] colliders = Physics.OverlapSphere(transform.position, searchRadius);
foreach (Collider collider in colliders) {
T component = collider.GetComponent<T>();
if (component != null) {
value = component;
return true;
}
}
value = null;
return false;
}
// // 从指定范围内查找指定类型的组件
// public virtual bool Find<T>(out T value) where T : Component {
// Collider[] colliders = Physics.OverlapSphere(transform.position, searchRadius);
// foreach (Collider collider in colliders) {
// T component = collider.GetComponent<T>();
// if (component != null) {
// value = component;
// return true;
// }
// }
// value = null;
// return false;
// }
public override bool UpdateMove(Vector3 position) {
return movement.UpdateMove(position);
}
public override void AnimationTrigger(string value) {
throw new System.NotImplementedException();
}
public override void AnimationEnd() {
throw new System.NotImplementedException();
}
}
// // public override bool UpdateMove(Vector3 position) {
// // return movement.UpdateMove(position);
// // }
// // public override void AnimationTrigger(string value) {
// // throw new System.NotImplementedException();
// // }
// // public override void AnimationEnd() {
// // throw new System.NotImplementedException();
// // }
// }
@@ -3,28 +3,28 @@ using System.Collections.Generic;
using UnityEngine;
using MuHua;
public class AnimalRoamingState : MachineState {
public Vector3 targetPosition;
public string ToDefault = "Idle";
public readonly AnimalMachine animal;
public AnimalRoamingState(Machine machine) : base(machine) => animal = machine as AnimalMachine;
// public class AnimalRoamingState : IStateMachine {
// public Vector3 targetPosition;
// public string ToDefault = "Idle";
// public readonly AnimalMachine animal;
// public AnimalRoamingState(StateMachine machine) : base(machine) => animal = machine as AnimalMachine;
public override void Enter() {
targetPosition = animal.movement.RandomTargetPosition();
}
// public override void Enter() {
// targetPosition = animal.movement.RandomTargetPosition();
// }
public override void Exit() {
animal.movement.StopMoving();
animal.animator.SetFloat("MoveSpeed", 0);
}
// public override void Exit() {
// animal.movement.StopMoving();
// animal.animator.SetFloat("MoveSpeed", 0);
// }
public override void Trigger() {
// public override void Trigger() {
}
// }
public override void Update() {
bool complete = animal.movement.UpdateMove(targetPosition);
animal.animator.SetFloat("MoveSpeed", animal.movement.currentSpeed);
if (complete) { animal.ChangeState(ToDefault); }
}
}
// public override void Update() {
// bool complete = animal.movement.UpdateMove(targetPosition);
// animal.animator.SetFloat("MoveSpeed", animal.movement.currentSpeed);
// if (complete) { animal.ChangeState(ToDefault); }
// }
// }
@@ -1,15 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
public abstract class Character : MonoBehaviour {
/// <summary> 更新移动 </summary>
public abstract bool UpdateMove(Vector3 position);
/// <summary> 动画触发 </summary>
public abstract void AnimationTrigger(string value);
/// <summary> 动画结束 </summary>
public abstract void AnimationEnd();
}
}
@@ -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 Machine : Character {
protected MachineState currentState;
protected Dictionary<string, MachineState> states = new Dictionary<string, MachineState>();
protected virtual void Start() => InitializeStates();
protected virtual void Update() => currentState?.Update();
#region
protected abstract void InitializeStates();
protected virtual void RegisterState(string stateType, MachineState 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
}
}
@@ -1,23 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
/// <summary>
/// 状态接口
/// </summary>
public abstract class MachineState {
protected readonly Machine machine;
public MachineState(Machine 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();
}
}
@@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
public abstract class ICharacter : MonoBehaviour {
public Ikinesis kinesis;
public void Update() => kinesis.Update();
/// <summary> 更新动作 </summary>
public abstract void Updatekinesis(Ikinesis kinesis);
/// <summary> 触发动画特效 </summary>
public virtual void AnimationEffects() => kinesis.AnimationEffects();
/// <summary> 动画结束 </summary>
public virtual void AnimationEnd() => kinesis.AnimationEnd();
/// <summary> 动画退出 </summary>
public virtual void AnimationExit() => kinesis.AnimationExit();
}
}
@@ -0,0 +1,33 @@
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
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
}
}
@@ -0,0 +1,23 @@
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();
}
}
@@ -0,0 +1,25 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
/// <summary>
/// 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> 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() { }
}
}
@@ -0,0 +1,11 @@
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@@ -1,21 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
public class PlayerController : Character {
public Movement movement; // 运动控制器
public Animator animator; // 动画控制器
public override bool UpdateMove(Vector3 position) {
return movement.UpdateMove(position);
}
public override void AnimationTrigger(string value) {
throw new System.NotImplementedException();
}
public override void AnimationEnd() {
throw new System.NotImplementedException();
}
}
}
@@ -0,0 +1,8 @@
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@@ -0,0 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
/// <summary>
/// 运动控制器
/// </summary>
public abstract class Movement : 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);
/// <summary> 获取随机位置 </summary>
public abstract Vector3 RandomTargetPosition();
/// <summary> 停止移动 </summary>
public abstract void StopMoving();
}
}
@@ -0,0 +1,62 @@
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;
}
}
}
@@ -1,19 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
/// <summary>
/// 运动控制器
/// </summary>
public abstract class Movement : MonoBehaviour {
public float moveSpeed = 5.0f; // 最大移动速度
public float acceleration = 20.0f; // 加速度
public float currentSpeed = 0.0f; // 当前速度
public Vector3 front; // 面向
public abstract bool UpdateMove(Vector3 position);
public abstract Vector3 RandomTargetPosition();
public abstract void StopMoving();
}
}
@@ -1,52 +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 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 * 100);
}
// 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);
front = 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;
}
}
}
@@ -1,3 +1,16 @@
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"name": "MuHua.Character"
}
"name": "MuHua.Character",
"rootNamespace": "",
"references": [
"GUID:75469ad4d38634e559750d17036d5f7c"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}
@@ -0,0 +1,20 @@
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);
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,43 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
namespace MuHua {
public class PlayerController : MonoBehaviour {
public Transform cameraController; // 相机对象
public PlayerCharacter character;
private Vector2 moveInput;
private void Update() {
if (moveInput == Vector2.zero) { return; }
// 获取相机的前向和右向
Vector3 cameraForward = cameraController.transform.forward;
Vector3 cameraRight = cameraController.transform.right;
// 忽略相机的y轴
cameraForward.y = 0;
cameraRight.y = 0;
// 归一化向量
cameraForward.Normalize();
cameraRight.Normalize();
// 计算相对于相机的移动方向
Vector3 moveDirection = (cameraForward * moveInput.y + cameraRight * moveInput.x).normalized;
// 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);
}
#region
public void OnMove(InputValue inputValue) {
// 获取移动输入
moveInput = inputValue.Get<Vector2>();
}
#endregion
}
}
@@ -0,0 +1,8 @@
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guid: ff61e8e49afe14548a5ec4151e14ab34
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,16 @@
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;
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6c910b7b6bba29d4381c9bb1d615ff77
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -0,0 +1,10 @@
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;
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 190d2b1706b7e0b42b9700950c4e2c18
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@@ -0,0 +1,31 @@
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);
}
}
}
@@ -0,0 +1,11 @@
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+1
View File
@@ -4,6 +4,7 @@
"com.unity.collab-proxy": "2.5.2",
"com.unity.collections": "1.2.4",
"com.unity.feature.development": "1.0.1",
"com.unity.inputsystem": "1.7.0",
"com.unity.render-pipelines.universal": "14.0.11",
"com.unity.textmeshpro": "3.0.6",
"com.unity.timeline": "1.7.6",
+9
View File
@@ -86,6 +86,15 @@
"dependencies": {},
"url": "https://packages.unity.cn"
},
"com.unity.inputsystem": {
"version": "1.7.0",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.modules.uielements": "1.0.0"
},
"url": "https://packages.unity.cn"
},
"com.unity.mathematics": {
"version": "1.2.6",
"depth": 1,
+1 -1
View File
@@ -845,7 +845,7 @@ PlayerSettings:
hmiLogStartupTiming: 0
hmiCpuConfiguration:
apiCompatibilityLevel: 3
activeInputHandler: 0
activeInputHandler: 2
windowsGamepadBackendHint: 0
cloudProjectId:
framebufferDepthMemorylessMode: 0