修改字符模块

This commit is contained in:
MuHua-123
2025-06-07 16:10:24 +08:00
parent 937595b3b1
commit dedc290469
64 changed files with 636 additions and 889 deletions
@@ -1,37 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 数据采集
/// </summary>
public class AnalysisCollector : Module<AnalysisCollector> {
/// <summary> 接口 https://api.mairui.club/hszbl/fsjy/股票代码(如000001)/分时级别/licence证书 </summary>
public string API => "https://api.mairui.club/hszbl/fsjy/";
public void GetStock(string code, Action<List<DataAnalysis>> action, bool isCache = true) {
string json = SaveTool.LoadText(FileName.Create(code));
if (json != null && json != "" && isCache) { StockToAnalysis(json, action); return; }
//https://api.mairui.club/hszbl/fsjy/000001/60m/b997d4403688d5e66a
string url = $"{API}{code}/dn/2E111385-7BF1-473D-9210-8E22AA75375A";
Debug.Log($"{code}重新缓存了数据!");
DataRequestGet request = new DataRequestGet(url);
request.OnError = (json) => { Debug.Log(json); };
request.OnCallback = (json) => {
SaveTool.SaveText(FileName.Create(code), json);
StockToAnalysis(json, action);
};
request.SendAsync();
}
public void StockToAnalysis(string json, Action<List<DataAnalysis>> action = null) {
List<DataStock> stocks = JsonTool.FromJson<List<DataStock>>(json);
List<DataAnalysis> analyses = new List<DataAnalysis>();
for (int i = 0; i < stocks.Count; i++) { analyses.Add(stocks[i].To()); }
action?.Invoke(analyses);
}
}
@@ -1,14 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class DataAnalysis {
/// <summary> 日期 </summary>
public string dateTime;
/// <summary> 最高价(元) </summary>
public float max;
/// <summary> 最低价(元) </summary>
public float min;
}
@@ -1,42 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using UnityEngine;
[Serializable]
public class DataStock {
/// <summary> 日期 </summary>
public string d;
/// <summary> 开盘价(元) </summary>
public string o;
/// <summary> 最高价(元) </summary>
public string h;
/// <summary> 最低价(元) </summary>
public string l;
/// <summary> 收盘价(元) </summary>
public string c;
/// <summary> 成交量(手) </summary>
public string v;
/// <summary> 成交额(元) </summary>
public string e;
/// <summary> 振幅(% </summary>
public string zf;
/// <summary> 换手率(% </summary>
public string hs;
/// <summary> 涨跌幅(% </summary>
public string zd;
/// <summary> 涨跌额(元) </summary>
public string zde;
/// <summary> </summary>
public string ud;
public DataAnalysis To() {
DataAnalysis analysis = new DataAnalysis();
//analysis.dateTime = DateTime.ParseExact(d, "yyyy-MM-dd", CultureInfo.CurrentCulture);
analysis.dateTime = d;
analysis.max = float.Parse(h);
analysis.min = float.Parse(l);
return analysis;
}
}
@@ -1,16 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
/// <summary>
/// 分析模块
/// </summary>
public class ModuleAnalysis : MonoBehaviour {
public List<DataAnalysis> analyses;
private void Start() {
AnalysisCollector.I.GetStock("601658", (analyses) => { this.analyses = analyses; });
}
}
@@ -1,11 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 交易模块
/// </summary>
public abstract class ModuleTrading {
/// <summary> 执行交易 </summary>
public abstract void Execute();
}
@@ -1,11 +0,0 @@
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@@ -1,32 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
// 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 Exit() {
// animal.movement.StopMoving();
// animal.animator.SetFloat("MoveSpeed", 0);
// }
// 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); }
// }
// }
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@@ -1,39 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
// public class AnimalEatingState : IStateMachine {
// public string ToDefault = "Idle";
// private AnimalFood target;
// public AnimalMachine animal;
// public AnimalEatingState(StateMachine machine) : base(machine) => animal = machine as AnimalMachine;
// 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; }
// animal.animator.SetBool("Eating", true);
// }
// 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);
// animal.ChangeState(ToDefault);
// }
// public override void Update() {
// }
// }
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@@ -1,8 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AnimalFood : MonoBehaviour
{
public float nutritionValue = 20.0f; // 饱食度增加值
}
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@@ -1,30 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
// public class AnimalIdleState : IStateMachine {
// public string ToDefault = "Roaming";
// private float idleTime;
// 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 Exit() {
// }
// public override void Trigger() {
// }
// public override void Update() {
// idleTime -= Time.deltaTime;
// if (idleTime <= 0) { animal.ChangeState(ToDefault); }
// }
// }
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@@ -1,81 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
// 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
// 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));
// ChangeState("Idle");
// }
// protected override void Update() {
// base.Update();
// // 更新计时器
// hungerTimer += Time.deltaTime;
// chasingCooldownTimer += Time.deltaTime;
// 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; }
// // 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
// }
// }
// // 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();
// // }
// }
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@@ -1,30 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MuHua;
// 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 Exit() {
// animal.movement.StopMoving();
// animal.animator.SetFloat("MoveSpeed", 0);
// }
// 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); }
// }
// }
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@@ -1,56 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using MuHua;
public class TestUI : MonoBehaviour {
/// <summary> 绑定文档 </summary>
public UIDocument document;
/// <summary> 根目录文档 </summary>
public VisualElement root => document.rootVisualElement;
private UIScrollView scrollView;
private UIScrollView scrollViewHorizontal;
private UIScrollView scrollViewVertical;
private UISlider slider1;
private UISlider slider2;
private UISlider slider3;
private UISlider slider4;
private void Awake() {
VisualElement ScrollView = root.Q<VisualElement>("ScrollView");
scrollView = new UIScrollView(ScrollView, root, UIDirection.HorizontalAndVertical);
VisualElement ScrollViewHorizontal = root.Q<VisualElement>("ScrollViewHorizontal");
scrollViewHorizontal = new UIScrollView(ScrollViewHorizontal, root, UIDirection.Horizontal);
VisualElement ScrollViewVertical = root.Q<VisualElement>("ScrollViewVertical");
scrollViewVertical = new UIScrollView(ScrollViewVertical, root, UIDirection.Vertical);
VisualElement Slider1 = root.Q<VisualElement>("SliderHorizontal1");
slider1 = new UISlider(Slider1, root, UIDirection.FromLeftToRight);
VisualElement Slider2 = root.Q<VisualElement>("SliderHorizontal2");
slider2 = new UISlider(Slider2, root, UIDirection.FromRightToLeft);
VisualElement Slider3 = root.Q<VisualElement>("SliderVertical1");
slider3 = new UISlider(Slider3, root, UIDirection.FromTopToBottom);
VisualElement Slider4 = root.Q<VisualElement>("SliderVertical2");
slider4 = new UISlider(Slider4, root, UIDirection.FromBottomToTop);
slider4.ValueChanged += (obj) => { Debug.Log(obj); };
}
private void Update() {
scrollView.Update();
scrollViewHorizontal.Update();
scrollViewVertical.Update();
slider1.Update();
slider2.Update();
slider3.Update();
slider4.Update();
}
}
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<ui:Template name="ScrollViewVertical" src="project://database/Assets/MuHua/UITool/UIScrollView/ScrollViewVertical.uxml?fileID=9197481963319205126&amp;guid=df824968495905e4db8daa1a4a942d6f&amp;type=3#ScrollViewVertical" />
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<ui:VisualElement style="flex-grow: 1; flex-direction: row;">
<ui:Instance template="ScrollView" name="ScrollView" />
<ui:Instance template="ScrollViewHorizontal" name="ScrollViewHorizontal" />
<ui:Instance template="ScrollViewVertical" name="ScrollViewVertical" />
<ui:Instance template="UISlider" name="UISlider" style="width: 300px;" />
</ui:VisualElement>
</ui:UXML>
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@@ -1,46 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
/// <summary>
/// 动作动画控制器
/// </summary>
[RequireComponent(typeof(Animator))]
public class KinesisAnimator : MonoBehaviour {
protected int layerIndex;
protected string current;
protected Animator animator;
protected IKinesis kinesis;
public virtual void Awake() => animator = GetComponent<Animator>();
/// <summary> 设置动作 </summary>
public virtual void SetKinesis(IKinesis kinesis) => this.kinesis = kinesis;
/// <summary> 动画过渡 </summary>
public virtual void Transition(int layerIndex, string name, float normalizedTransitionDuration = 0.1f) {
animator.SetLayerWeight(this.layerIndex, 0);
animator.SetLayerWeight(layerIndex, 1);
this.layerIndex = layerIndex;
Transition(name, normalizedTransitionDuration);
}
/// <summary> 动画过渡 </summary>
public virtual void Transition(string name, float normalizedTransitionDuration = 0.1f) {
if (current == name) { animator.Play(name); }
else { animator.CrossFade(name, normalizedTransitionDuration); }
current = name;
}
/// <summary> 设置参数 </summary>
public virtual void SetBool(string name, bool value) => animator.SetBool(name, value);
/// <summary> 设置参数 </summary>
public virtual void SetFloat(string name, float value) => animator.SetFloat(name, value);
/// <summary> 触发动画特效 </summary>
public virtual void AnimationEffects() => kinesis?.AnimationEffects();
/// <summary> 动画结束(有后摇) </summary>
public virtual void AnimationEnd() => kinesis?.AnimationEnd();
/// <summary> 动画退出(无后摇) </summary>
public virtual void AnimationExit() => kinesis?.AnimationExit();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
/// <summary>
/// 动作控制器
/// </summary>
public class KinesisController : MonoBehaviour {
public KinesisAnimator animator;
public KinesisMovement movement;
private IKinesis currentKinesis;
public virtual void Awake() => TransitionKinesis(new KinesisIdle());
public virtual void Update() => currentKinesis?.UpdateKinesis();
/// <summary> 动作过渡 </summary>
public virtual void TransitionKinesis(IKinesis kinesis) {
//不可以转换
if (currentKinesis != null && !currentKinesis.Transition(kinesis)) { return; }
//进行转换
currentKinesis?.FinishKinesis();
currentKinesis = kinesis;
currentKinesis?.StartKinesis();
animator?.SetKinesis(currentKinesis);
movement?.SetKinesis(currentKinesis);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
/// <summary>
/// 动作运动控制器
/// </summary>
[RequireComponent(typeof(CharacterController))]
public class KinesisMovement : MonoBehaviour {
public float moveSpeed = 5;// 移动速度
public float acceleration = 10.0f;// 加速度
[Range(0.0f, 0.3f)]
public float rotationSmoothTime = 0.12f;// 旋转平滑
protected float currentSpeed;// 当前速度
protected Vector2 moveDirection;// 移动方向
protected float animationBlend;// 动画混合速度
protected float targetRotation = 0.0f;// 旋转目标
protected float rotationVelocity;// 旋转速度
protected float verticalVelocity;// 垂直速度
protected IKinesis kinesis;// 当前动作
protected KinesisAnimator animator;// 动作动画控制器
protected CharacterController controller;// 角色控制器
public virtual bool IsStop => currentSpeed == 0;
public virtual void Awake() {
animator = GetComponent<KinesisAnimator>();
controller = GetComponent<CharacterController>();
}
public virtual void Update() {
PlanarMovement();
}
/// <summary> 设置动作 </summary>
public virtual void SetKinesis(IKinesis kinesis) => this.kinesis = kinesis;
/// <summary> 设置方向 </summary>
public virtual void SetDirection(Vector2 moveDirection) => this.moveDirection = moveDirection;
/// <summary> 停止移动 </summary>
public virtual void StopMovement() {
currentSpeed = 0;
moveDirection = Vector2.zero;
animationBlend = 0;
animator?.SetFloat("MoveSpeed", animationBlend);
}
/// <summary> 平面移动 </summary>
public virtual void PlanarMovement() {
// 设定目标速度
float targetSpeed = moveSpeed;
// 一种简单的加速和减速设计,易于拆卸、更换或迭代
// 如果没有输入,将目标速度设置为0
if (moveDirection == Vector2.zero && currentSpeed == 0) { return; }
if (moveDirection == Vector2.zero) targetSpeed = 0.0f;
// 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;
// 加速或减速至目标速度
// if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > 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);
// round speed to 3 decimal places
currentSpeed = Mathf.Round(currentSpeed * 1000f) / 1000f;
// }
// else { currentSpeed = targetSpeed; }
animationBlend = Mathf.Lerp(animationBlend, targetSpeed, Time.deltaTime * acceleration);
if (animationBlend < 0.01f) animationBlend = 0f;
// 使输入方向标准化
Vector3 inputDirection = new Vector3(moveDirection.x, 0.0f, moveDirection.y).normalized;
// 如果有移动输入,则在玩家移动时旋转玩家
if (moveDirection != Vector2.zero) {
targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg;
float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref rotationVelocity, rotationSmoothTime);
// 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
controller.Move(targetDirection.normalized * (currentSpeed * Time.deltaTime) + new Vector3(0.0f, verticalVelocity, 0.0f) * Time.deltaTime);
// 如果使用角色,请更新动画师
animator?.SetFloat("MoveSpeed", animationBlend);
}
}
}
@@ -1,11 +0,0 @@
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@@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
/// <summary>
/// 运动器
/// </summary>
public abstract class Movement {
/// <summary> 当前速度 </summary>
public abstract float Speed { get; }
/// <summary> 是否接地 </summary>
public abstract bool Grounded { get; }
/// <summary> 移动 </summary>
public abstract void Move(Vector2 moveDirection, float moveSpeed, float acceleration, bool isRotation);
/// <summary> 跳跃 </summary>
public abstract void Jump(float jumpHeight);
/// <summary> 更新 </summary>
public abstract void Update();
}
}
@@ -1,5 +1,5 @@
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serializedVersion: 2
@@ -0,0 +1,109 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
/// <summary>
/// 碰撞 - 运动器
/// </summary>
public class MovementCollision : Movement {
/// <summary> 地面图层 </summary>
public readonly LayerMask groundLayers;
/// <summary> 角色控制器 </summary>
public readonly CharacterController controller;
public float moveSpeed;// 移动速度
public float currentSpeed;// 当前速度
public float acceleration;// 加速度
public float animationBlend;// 动画混合速度
public Vector2 moveDirection;// 移动方向
public bool isRotation;// 是否旋转
public float targetRotation;// 目标旋转
public float rotationVelocity;// 旋转速度
public float rotationSmoothTime = 0.12f;// 旋转平滑 Range(0.0f, 0.3f)
public bool grounded = true;// 是否接地
public float verticalVelocity;// 垂直速度
public float groundedRadius = 0.14f;// 地面检测半径
/// <summary> 垂直重力 </summary>
public float Gravity => Physics.gravity.y;
public override float Speed => currentSpeed;
public override bool Grounded => grounded;
public MovementCollision(CharacterController controller, LayerMask groundLayers) {
this.controller = controller;
this.groundLayers = groundLayers;
}
/// <summary> 移动 </summary>
public override void Move(Vector2 moveDirection, float moveSpeed, float acceleration, bool isRotation) {
this.moveSpeed = moveSpeed;
this.acceleration = acceleration;
this.moveDirection = moveDirection;
this.isRotation = isRotation;
}
/// <summary> H*-2*G的平方根=达到所需高度所需的速度 </summary>
public override void Jump(float jumpHeight) {
verticalVelocity = Mathf.Sqrt(jumpHeight * -2f * Gravity);
}
/// <summary> 更新 </summary>
public override void Update() {
// 如果没有输入,将目标速度设置为0
if (moveDirection == Vector2.zero) moveSpeed = 0.0f;
// 当前速度
currentSpeed = Mathf.Lerp(currentSpeed, moveSpeed, Time.deltaTime * acceleration);
// 四舍五入到小数点后3位
currentSpeed = Mathf.Round(currentSpeed * 1000f) / 1000f;
animationBlend = Mathf.Lerp(animationBlend, moveSpeed, Time.deltaTime * acceleration);
if (animationBlend < 0.01f) animationBlend = 0f;
// 使输入方向标准化
Vector3 inputDirection = new Vector3(moveDirection.x, 0.0f, moveDirection.y).normalized;
if (isRotation) {
// 如果有移动输入,则在玩家移动时旋转玩家
if (moveDirection != Vector2.zero) {
targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg;
float rotation = Mathf.SmoothDampAngle(controller.transform.eulerAngles.y, targetRotation, ref rotationVelocity, rotationSmoothTime);
// 相对于相机位置旋转到面向输入方向
controller.transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
}
// 移动
Vector3 targetDirection = Quaternion.Euler(0.0f, targetRotation, 0.0f) * Vector3.forward;
Vector3 horizontal = targetDirection.normalized * (currentSpeed * Time.deltaTime);
Vector3 vertical = new Vector3(0.0f, verticalVelocity, 0.0f) * Time.deltaTime;
controller.Move(horizontal + vertical);
}
else {
// 移动
Vector3 horizontal = inputDirection * (currentSpeed * Time.deltaTime);
Vector3 vertical = new Vector3(0.0f, verticalVelocity, 0.0f) * Time.deltaTime;
controller.Move(horizontal + vertical);
}
// 地面检测
Vector3 position = controller.transform.position;
Vector3 rayOrigin = new Vector3(position.x, position.y + groundedRadius, position.z);
// 射线长度稍微大于检测半径
float rayLength = groundedRadius * 2 + 0.1f;
// 使用射线检测地面
grounded = Physics.Raycast(rayOrigin, Vector3.down, rayLength, groundLayers, QueryTriggerInteraction.Ignore);
// 可选:调试显示射线
Debug.DrawRay(rayOrigin, Vector3.down * rayLength, grounded ? Color.green : Color.red);
// 引力
verticalVelocity += Gravity * Time.deltaTime;
// 站在地面上时,限制最大下落速度
if (grounded && verticalVelocity < 0.0f) { verticalVelocity = -2f; }
}
}
}
@@ -1,5 +1,5 @@
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@@ -0,0 +1,101 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
/// <summary>
/// 标准 - 运动器
/// </summary>
public class MovementStandard : Movement {
/// <summary> 地面图层 </summary>
public readonly LayerMask groundLayers;
/// <summary> 变换 </summary>
public readonly Transform transform;
public float moveSpeed;// 移动速度
public float currentSpeed;// 当前速度
public float acceleration;// 加速度
public float animationBlend;// 动画混合速度
public Vector2 moveDirection;// 移动方向
public bool isRotation;// 是否旋转
public float targetRotation;// 目标旋转
public float rotationVelocity;// 旋转速度
public float rotationSmoothTime = 0.12f;// 旋转平滑 Range(0.0f, 0.3f)
public bool grounded = true;// 是否接地
public float verticalVelocity;// 垂直速度
public float groundedRadius = 0.14f;// 地面检测半径
/// <summary> 垂直重力 </summary>
public float Gravity => Physics.gravity.y;
public override float Speed => currentSpeed;
public override bool Grounded => grounded;
public MovementStandard(Transform transform, LayerMask groundLayers) {
this.transform = transform;
this.groundLayers = groundLayers;
}
/// <summary> 移动 </summary>
public override void Move(Vector2 moveDirection, float moveSpeed, float acceleration, bool isRotation) {
this.moveSpeed = moveSpeed;
this.acceleration = acceleration;
this.moveDirection = moveDirection;
this.isRotation = isRotation;
}
/// <summary> 跳跃 </summary>
public override void Jump(float jumpHeight) {
verticalVelocity = Mathf.Sqrt(jumpHeight * -2f * Gravity);
}
/// <summary> 更新 </summary>
public override void Update() {
// 如果没有输入,将目标速度设置为0
if (moveDirection == Vector2.zero) moveSpeed = 0.0f;
// 当前速度
currentSpeed = Mathf.Lerp(currentSpeed, moveSpeed, Time.deltaTime * acceleration);
// 四舍五入到小数点后3位
currentSpeed = Mathf.Round(currentSpeed * 1000f) / 1000f;
animationBlend = Mathf.Lerp(animationBlend, moveSpeed, Time.deltaTime * acceleration);
if (animationBlend < 0.01f) animationBlend = 0f;
// 使输入方向标准化
Vector3 inputDirection = new Vector3(moveDirection.x, 0.0f, moveDirection.y).normalized;
// 如果有移动输入,则在玩家移动时旋转玩家
if (moveDirection != Vector2.zero && isRotation) {
targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg;
float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref rotationVelocity, rotationSmoothTime);
// 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);
}
// 移动
Vector3 targetDirection = Quaternion.Euler(0.0f, targetRotation, 0.0f) * Vector3.forward;
Vector3 horizontal = targetDirection.normalized * (currentSpeed * Time.deltaTime);
Vector3 vertical = new Vector3(0.0f, verticalVelocity, 0.0f) * Time.deltaTime;
transform.position += horizontal + vertical;
// 地面检测
Vector3 position = transform.position;
Vector3 rayOrigin = new Vector3(position.x, position.y + groundedRadius, position.z);
// 射线长度稍微大于检测半径
float rayLength = groundedRadius * 2 + 0.1f;
// 使用射线检测地面
grounded = Physics.Raycast(rayOrigin, Vector3.down, rayLength, groundLayers, QueryTriggerInteraction.Ignore);
// 可选:调试显示射线
Debug.DrawRay(rayOrigin, Vector3.down * rayLength, grounded ? Color.green : Color.red);
// 引力
verticalVelocity += Gravity * Time.deltaTime;
// 站在地面上时,限制最大下落速度
if (grounded && verticalVelocity < 0.0f) { verticalVelocity = -2f; }
}
}
}
@@ -1,5 +1,5 @@
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@@ -4,23 +4,18 @@ using UnityEngine;
namespace MuHua {
/// <summary>
/// 角色动作
/// 运动
/// </summary>
public interface IKinesis {
public abstract class IKinesis {
/// <summary> 动作过渡 </summary>
public bool Transition(IKinesis kinesis);
public abstract bool Transition(IKinesis kinesis);
/// <summary> 开始动作 </summary>
public void StartKinesis();
public abstract void StartKinesis();
/// <summary> 更新动作 </summary>
public void UpdateKinesis();
public abstract void UpdateKinesis();
/// <summary> 完成动作 </summary>
public void FinishKinesis();
/// <summary> 触发动画特效 </summary>
public void AnimationEffects();
/// <summary> 动画结束(有后摇) </summary>
public void AnimationEnd();
/// <summary> 动画退出(无后摇) </summary>
public void AnimationExit();
public abstract void FinishKinesis();
/// <summary> 动画结束 </summary>
public abstract void AnimationExit();
}
}
}
@@ -1,5 +1,5 @@
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@@ -1,5 +1,5 @@
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@@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
/// <summary>
/// 空闲 - 运动
/// </summary>
public class KIdle : IKinesis {
public override bool Transition(IKinesis kinesis) {
return true;
}
public override void StartKinesis() {
// throw new System.NotImplementedException();
}
public override void UpdateKinesis() {
// throw new System.NotImplementedException();
}
public override void FinishKinesis() {
// throw new System.NotImplementedException();
}
public override void AnimationExit() {
// throw new System.NotImplementedException();
}
}
}
@@ -1,5 +1,5 @@
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+102
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@@ -0,0 +1,102 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
/// <summary>
/// 跳跃 - 运动
/// </summary>
public class KJump : IKinesis {
/// <summary> 基础角色 </summary>
public readonly MCharacter character;
/// <summary> 结束跳跃 </summary>
public bool isEndJump;
/// <summary> 是否接地 </summary>
public bool isGrounded;
/// <summary> 允许转换 </summary>
public bool isTransition;
/// <summary> 跳跃高度 </summary>
public float jumpHeight;
/// <summary> 衰退速度 </summary>
public float decaySpeed;
/// <summary> 移动速度 </summary>
public float moveSpeed = 2;
/// <summary> 加速度 </summary>
public float acceleration = 15;
/// <summary> 移动方向 </summary>
public Vector2 moveDirection;
/// <summary> 初始位置 </summary>
public Vector3 position;
/// <summary> 初始角度 </summary>
public Vector3 eulerAngles;
/// <summary> 是否旋转 </summary>
public bool isRotation;
/// <summary> 初始设置 </summary>
public bool isInitial = false;
/// <summary> 变换器 </summary>
public Transform transform => character.transform;
/// <summary> 动画器 </summary>
public Animator animator => character.animator;
/// <summary> 运动器 </summary>
public Movement movement => character.movement;
public KJump(MCharacter character, Vector2 moveDirection, float jumpHeight, bool isRotation) {
this.character = character;
this.moveDirection = moveDirection;
this.jumpHeight = jumpHeight;
}
public void Settings(float moveSpeed, float acceleration) {
this.moveSpeed = moveSpeed;
this.acceleration = acceleration;
}
public void Settings(Vector3 position, Vector3 eulerAngles) {
this.position = position;
this.eulerAngles = eulerAngles;
isInitial = true;
}
public override bool Transition(IKinesis kinesis) {
return isTransition;
}
public override void StartKinesis() {
if (isInitial) {
character.transform.position = position;
character.transform.eulerAngles = eulerAngles;
}
isEndJump = false;
isTransition = false;
isGrounded = movement.Grounded;
decaySpeed = movement.Speed;
movement.Jump(jumpHeight);
animator.SetTrigger("JumpStart");
}
public override void UpdateKinesis() {
if (isEndJump) { return; }
// 衰退速度
decaySpeed = Mathf.Lerp(decaySpeed, 0, Time.deltaTime * 0.8f);
movement.Move(moveDirection, decaySpeed, acceleration, isRotation);
// 跳跃状态判断
if (isGrounded == movement.Grounded) { return; }
isGrounded = movement.Grounded;
// 起跳
if (!isGrounded) { return; }
// 落地
isEndJump = true;
animator.SetTrigger("JumpLand");
movement.Move(Vector2.zero, decaySpeed, acceleration, isRotation);
}
public override void FinishKinesis() {
// throw new System.NotImplementedException();
}
public override void AnimationExit() {
isTransition = true;
// 转换到移动
KMove kMove = new KMove(character, moveDirection, isRotation);
kMove.Settings(moveSpeed, acceleration);
character.Transition(kMove);
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,73 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
/// <summary>
/// 移动 - 运动
/// </summary>
public class KMove : IKinesis {
/// <summary> 基础角色 </summary>
public readonly MCharacter character;
/// <summary> 移动速度 </summary>
public float moveSpeed = 2;
/// <summary> 加速度 </summary>
public float acceleration = 15;
/// <summary> 移动方向 </summary>
public Vector2 moveDirection;
/// <summary> 初始位置 </summary>
public Vector3 position;
/// <summary> 初始角度 </summary>
public Vector3 eulerAngles;
/// <summary> 是否旋转 </summary>
public bool isRotation;
/// <summary> 初始设置 </summary>
public bool isInitial = false;
/// <summary> 变换器 </summary>
public Transform transform => character.transform;
/// <summary> 动画器 </summary>
public Animator animator => character.animator;
/// <summary> 运动器 </summary>
public Movement movement => character.movement;
public KMove(MCharacter character, Vector2 moveDirection, bool isRotation) {
this.character = character;
this.moveDirection = moveDirection;
this.isRotation = isRotation;
}
public void Settings(float moveSpeed, float acceleration) {
this.moveSpeed = moveSpeed;
this.acceleration = acceleration;
}
public void Settings(Vector3 position, Vector3 eulerAngles) {
this.position = position;
this.eulerAngles = eulerAngles;
isInitial = true;
}
public override bool Transition(IKinesis kinesis) {
return true;
}
public override void StartKinesis() {
movement.Move(moveDirection, moveSpeed, acceleration, isRotation);
if (!isInitial) { return; }
transform.position = position;
transform.eulerAngles = eulerAngles;
}
public override void UpdateKinesis() {
// 更新动画器
animator.SetFloat("MoveSpeed", movement.Speed);
// 移动结束
if (movement.Speed == 0) { character.Transition(new KIdle()); }
}
public override void FinishKinesis() {
// throw new System.NotImplementedException();
}
public override void AnimationExit() {
// throw new System.NotImplementedException();
}
}
}
@@ -0,0 +1,11 @@
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+27
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@@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
/// <summary>
/// 角色 - 模块
/// </summary>
public abstract class MCharacter {
/// <summary> 变换器 </summary>
public Transform transform;
/// <summary> 动画器 </summary>
public Animator animator;
/// <summary> 运动器 </summary>
public Movement movement;
public MCharacter(Animator animator) => this.animator = animator;
/// <summary> 更新 </summary>
public abstract void Update();
/// <summary> 动作过渡 </summary>
public abstract bool Transition(IKinesis kinesis);
/// <summary> 动画结束 </summary>
public abstract void AnimationExit();
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,37 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
/// <summary>
/// 碰撞角色 - 模块
/// </summary>
public class MCharacterCollision : MCharacter {
/// <summary> 当前动作 </summary>
public IKinesis currentKinesis;
public MCharacterCollision(Animator animator, CharacterController controller, LayerMask ground) : base(animator) {
movement = new MovementCollision(controller, ground);
Transition(new KIdle());
}
public override void Update() {
movement.Update();
currentKinesis.UpdateKinesis();
}
public override bool Transition(IKinesis kinesis) {
// 不可以转换
if (currentKinesis != null && !currentKinesis.Transition(kinesis)) { return false; }
// 进行转换
currentKinesis?.FinishKinesis();
currentKinesis = kinesis;
currentKinesis?.StartKinesis();
return true;
}
public override void AnimationExit() {
currentKinesis.AnimationExit();
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MCharacterRigidbody : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,37 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
/// <summary>
/// 标准角色 - 模块
/// </summary>
public class MCharacterStandard : MCharacter {
/// <summary> 当前动作 </summary>
public IKinesis currentKinesis;
public MCharacterStandard(Animator animator, LayerMask ground) : base(animator) {
movement = new MovementStandard(transform, ground);
Transition(new KIdle());
}
public override void Update() {
movement.Update();
currentKinesis.UpdateKinesis();
}
public override bool Transition(IKinesis kinesis) {
// 不可以转换
if (currentKinesis != null && !currentKinesis.Transition(kinesis)) { return false; }
// 进行转换
currentKinesis?.FinishKinesis();
currentKinesis = kinesis;
currentKinesis?.StartKinesis();
return true;
}
public override void AnimationExit() {
currentKinesis.AnimationExit();
}
}
}
@@ -0,0 +1,11 @@
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@@ -1,20 +0,0 @@
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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@@ -1,61 +0,0 @@
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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}
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