Files
MuHua-Core/Packages/Character/Runtime/Kinesis/KMove.cs
T
2025-06-07 16:10:24 +08:00

73 lines
2.1 KiB
C#

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();
}
}
}