using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MuHua {
///
/// 跳跃 - 运动
///
public class KJump : IKinesis {
/// 基础角色
public readonly MCharacter character;
/// 结束跳跃
public bool isEndJump;
/// 是否接地
public bool isGrounded;
/// 允许转换
public bool isTransition;
/// 跳跃高度
public float jumpHeight;
/// 衰退速度
public float decaySpeed;
/// 移动速度
public float moveSpeed = 2;
/// 加速度
public float acceleration = 15;
/// 移动方向
public Vector2 moveDirection;
/// 初始位置
public Vector3 position;
/// 初始角度
public Vector3 eulerAngles;
/// 是否旋转
public bool isRotation;
/// 初始设置
public bool isInitial = false;
/// 变换器
public Transform transform => character.transform;
/// 动画器
public Animator animator => character.animator;
/// 运动器
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);
}
}
}