103 lines
3.1 KiB
C#
103 lines
3.1 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|