2023-08-23 01:59:40 +08:00
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using System;
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2023-10-20 19:31:12 +08:00
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using System.Security.Permissions;
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using System.Timers;
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2023-08-27 02:58:19 +08:00
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using BITFALL.Entities.Player.Movement.States;
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using BITFALL.Player.Movement;
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using BITKit;
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using BITKit.Entities;
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using BITKit.Entities.Movement;
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using BITKit.Entities.Physics;
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using BITKit.Entities.Player;
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using Lightbug.CharacterControllerPro.Core;
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using Unity.Mathematics;
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using UnityEngine;
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using UnityEngine.AI;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.Interactions;
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using UnityEngine.UIElements;
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2023-08-27 02:58:19 +08:00
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namespace BITFALL.Entities.Player.Movement
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{
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[CustomType(typeof(IEntityMovement))]
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[CustomType(typeof(IPlayerMovement))]
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public class PlayerCharacterController : StateBasedPlayerComponent<IEntityMovementState>,IEntityMovement,IPlayerMovement
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{
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[SerializeField] private CharacterActor actor;
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[SerializeField] private Vector3 initialCameraPosition = new(0,0.11f,0.27f);
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[SerializeField] private float initialSpeed;
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[SerializeReference,SubclassSelector] private IClosePoint climbClosePoint;
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[SerializeReference, SubclassSelector]
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private IProvider adsProvider;
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[SerializeField] private LocationAdditive locationAdditive;
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[SerializeField] private Transform fpvPoint;
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public Vector3 ViewCenter { get; set; }
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public Quaternion ViewRotation { get; set; }
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public Vector3 LocomotionBasedVelocity { get;private set; }
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public Vector3 Velocity => actor.Velocity;
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public Vector3 GroundVelocity=>actor.GroundVelocity;
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public Vector3 AngularVelocity { get;private set; }
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public bool IsGrounded => actor.IsGrounded;
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public Vector3 MovementInput { get; private set; }
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public Vector2 LookInput{ get; private set; }
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public ExpectState<bool> ExpectRun;
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public ExpectState<bool> ExpectJump;
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public ExpectState<bool> ExpectParachute;
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public ExpectState<bool> ExpectCrouch;
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public ExpectState<bool> ExpectSprint;
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public ExpectState<Vector3> ExpectClimb;
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public ExpectState<Vector3> CurrentCameraPosition;
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public OffMeshLink OffMeshLink { get; private set; }
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[Header(Constant.Header.Gameobjects)]
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[SerializeField] private Transform parachuteModel;
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private readonly ValidHandle allowMovement = new();
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private readonly ValidHandle allowRun = new();
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[Inject]
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private IEntityPhysics physics;
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[Inject]
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private IHealth _health;
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private bool isDead;
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private Vector3 keepVelocity;
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private readonly DoubleBuffer<Vector3> gravityDamage = new();
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private readonly DoubleBuffer<float> gravityDamping = new();
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private Vector3 cacheGravity;
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public override void OnAwake()
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{
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base.OnAwake();
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_health.OnSetAlive += OnSetAlive;
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physics.OnSetPhysics += OnSetPhysics;
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LookInput = MathV.TransientRotationAxis(transform.rotation.eulerAngles);
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parachuteModel.gameObject.SetActive(false);
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}
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public override void OnStart()
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{
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base.OnStart();
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foreach (var x in GetComponentsInChildren<Collider>(true))
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{
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actor.PhysicsComponent.IgnoreCollision(x.transform,true);
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}
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TransitionState<Walk>();
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}
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private void OnSetPhysics(bool obj)
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{
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if (obj is false) return;
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physics.Velocity = keepVelocity;
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actor.Velocity = Vector3.zero;
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}
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private void OnSetAlive(bool obj)
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{
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allowMovement.SetElements(this,obj);
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allowRun.SetElements(this,obj);
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if (obj)
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{
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if (!isDead) return;
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actor.Position = physics.Center;
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isDead = false;
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}
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else
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{
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isDead = true;
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}
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Enabled = true;
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TransitionState<Walk>();
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}
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public void SyncMovement(Vector3 velocity, Vector3 position, Quaternion rotation, bool isGrounded)
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{
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throw new NotImplementedException();
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}
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public void Movement(Vector3 relativeVector)
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{
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MovementInput = relativeVector;
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}
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public void Movement(InputAction.CallbackContext context)
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{
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MovementInput = context.ReadValue<Vector2>();
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MovementInput = new Vector3(MovementInput.x,0,MovementInput.y);
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if (!(MovementInput.z <= 0.16f)) return;
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ExpectRun.Reset();
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ExpectSprint.Reset();
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}
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public void ExecuteCommand<T>(T command=default)
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{
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foreach (var x in StateDictionary.Values)
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{
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x.ExecuteCommand<T>(command);
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}
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switch (command)
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{
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case PlayerEnableRunCommand enableRunCommand:
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allowRun.RemoveDisableElements(enableRunCommand.Lock);
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ExpectRun.Reset();
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ExpectSprint.Reset();
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break;
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case PlayerDisableRunCommand disableRunCommand:
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allowRun.AddDisableElements(disableRunCommand.Lock);
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break;
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case PlayerChangeVelocityCommand changeVelocityCommand:
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actor.Velocity = Vector3.Lerp(actor.Velocity, changeVelocityCommand.Velocity, 5 * Time.deltaTime);
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break;
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case PlayerAddGravityDampingCommand addGravityDampingCommand:
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gravityDamping.Release(addGravityDampingCommand.Damping);
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break;
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}
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OnCommand?.Invoke(command);
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}
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public event Action<object> OnCommand;
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public void View(InputAction.CallbackContext context)
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{
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if (BITAppForUnity.AllowCursor) return;
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var playerConfig = Data.Get<PlayerConfig>() ?? new PlayerConfig();
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var ads = adsProvider.Get<float>();
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if (ads is 0) ads = 1;
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var raw = context.ReadValue<Vector2>() * playerConfig.Sensitivity * playerConfig.M_Yaw * ads;
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var lookInput = LookInput;
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lookInput.x -= raw.y;
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lookInput.y += raw.x;
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lookInput.x = Mathf.Clamp(lookInput.x, -80, 80);
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LookInput = lookInput;
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var rotation = Quaternion.Euler(LookInput);
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if (LimitViewAngle is not 0)
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{
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float angleDifference = Quaternion.Angle(rotation, FpvRotation);
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// 如果角度差大于最大允许角度差,进行限制
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if (angleDifference > LimitViewAngle)
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{
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//将当前旋转限制在最大允许角度差的范围内
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rotation = Quaternion.Lerp(
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rotation,
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Quaternion.RotateTowards(FpvRotation,rotation , LimitViewAngle),
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5 * Time.deltaTime
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);
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//rotation = Quaternion.RotateTowards(FpvRotation, rotation, LimitViewAngle);
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LookInput = MathV.TransientRotationAxis(rotation.eulerAngles);
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}
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}
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AngularVelocity = new Vector3
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(
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raw.y,
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-raw.x
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);
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}
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public void Jump(InputAction.CallbackContext context)
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{
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if (ExpectJump.shouldBe) return;
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if (context is not {interaction:PressInteraction , performed:true}) return;
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switch (CurrentState)
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{
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case IPlayerLinkState:
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ExpectJump.shouldBe = true;
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break;
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case IPlayerWalkState:
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case IPlayerRunState:
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case IPlayerSprintState:
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case IPlayerCrouchState:
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case IPlayerSlideState:
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foreach (var x in Physics.OverlapSphere(actor.Position, 1, LayerMask.GetMask("Dynamic")))
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{
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if (!x.TryGetComponent<OffMeshLink>(out var offMeshLink)) continue;
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var toTarget = x.transform.position - transform.position;
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toTarget = Vector3.ProjectOnPlane(toTarget, Vector3.up);
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// 获取正前方的向量
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var forward = actor.Forward;
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// 计算点积
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var dotProduct = Vector3.Dot(toTarget.normalized, forward);
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if (dotProduct < 0.8f) continue;
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OffMeshLink = offMeshLink;
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TransitionState<Link>();
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return;
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}
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if (climbClosePoint.TryGetClosePoint(out var closePoint))
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{
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ExpectClimb.shouldBe = closePoint;
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TransitionState<Climb>();
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return;
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}
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switch (actor.IsGrounded)
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{
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case true:
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ExpectJump.shouldBe = true;
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break;
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case false when actor.VerticalVelocity.y<=-16f:
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ExpectParachute.shouldBe = true;
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return;
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}
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break;
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2023-08-27 02:58:19 +08:00
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}
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ExpectCrouch.Reset();
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}
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public void Run(InputAction.CallbackContext context)
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{
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if (allowRun.Allow is false) return;
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switch (context)
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{
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//case { interaction: PressInteraction, started: true }:
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case { interaction: PressInteraction, performed:true }:
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if (ExpectRun.shouldBe)
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ExpectSprint.shouldBe = true;
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ExpectRun.shouldBe = true;
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ExpectCrouch.Reset();
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break;
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case {interaction:MultiTapInteraction,performed:true}:
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ExpectSprint.shouldBe = ExpectRun.shouldBe = true;
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ExpectCrouch.Reset();
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break;
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}
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}
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public void Crouch(InputAction.CallbackContext context)
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{
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if (context.interaction is not null && context.started is false) return;
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if (CurrentState is Climb)
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{
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TransitionState<Walk>();
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}
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else
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{
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ExpectCrouch.shouldBe = !ExpectCrouch.shouldBe;
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ExpectRun.Reset();
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}
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}
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public override void OnUpdate(float deltaTime)
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{
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CurrentState?.BeforeUpdateMovement(deltaTime);
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UpdateState(deltaTime);
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CurrentState?.AfterUpdateMovement(deltaTime);
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}
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public override void OnFixedUpdate(float deltaTime)
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{
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var currentVelocity = actor.Velocity;
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var currentRotation = actor.Rotation;
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2023-10-20 19:31:12 +08:00
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if (Stamina is not 100 && staminaRecoveryInterval.AllowUpdateWithoutReset)
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{
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Stamina+=10 * deltaTime;
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}
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CurrentState?.UpdateVelocity(ref currentVelocity, deltaTime);
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CurrentState?.UpdateRotation(ref currentRotation, deltaTime);
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2023-10-20 19:31:12 +08:00
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if (gravityDamping.TryGetRelease(out var damping) && currentVelocity.y < 0)
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{
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currentVelocity.y = Mathf.Clamp(currentVelocity.y + damping, float.MinValue, 0);
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}
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if (allowMovement && _health.IsAlive && actor.RigidbodyComponent.IsKinematic is false)
|
2023-08-27 02:58:19 +08:00
|
|
|
{
|
|
|
|
actor.Velocity = currentVelocity;
|
|
|
|
actor.Rotation = currentRotation;
|
|
|
|
if (currentVelocity.sqrMagnitude > 0.01f)
|
|
|
|
keepVelocity = currentVelocity;
|
|
|
|
}
|
|
|
|
|
|
|
|
var localVelocity = transform.InverseTransformDirection(Velocity);
|
|
|
|
localVelocity.y = 0;
|
|
|
|
LocomotionBasedVelocity = localVelocity;
|
2023-08-23 01:59:40 +08:00
|
|
|
|
2023-10-20 19:31:12 +08:00
|
|
|
|
|
|
|
if(actor.IsStable is false && actor.IsGrounded is false)
|
|
|
|
{
|
|
|
|
if (cacheGravity != default && (actor.VerticalVelocity - cacheGravity).sqrMagnitude < 4)
|
|
|
|
{
|
|
|
|
gravityDamage.Release(actor.VerticalVelocity);
|
|
|
|
}
|
|
|
|
cacheGravity = actor.VerticalVelocity;
|
|
|
|
//Debug.Log($"IsGround:{actor.IsGrounded}\tIsStable:{actor.IsStable}\tVelocity:{actor.VerticalVelocity}");
|
|
|
|
}
|
|
|
|
else if (actor.IsStable && gravityDamage.TryGetRelease(out var currentGravity))
|
|
|
|
{
|
|
|
|
cacheGravity = default;
|
|
|
|
var value = currentGravity.y;
|
|
|
|
//Debug.Log($"Vector:{currentVelocity}\tMagnitude:{value}\tGravity:{currentGravity}");
|
|
|
|
//Debug.Log(value);
|
|
|
|
switch (value)
|
|
|
|
{
|
|
|
|
case > 0:
|
|
|
|
break;
|
|
|
|
case < -16:
|
|
|
|
entity.Invoke<DamageMessage>(new DamageMessage()
|
|
|
|
{
|
|
|
|
damage = value < -30 ? int.MaxValue : (int)math.abs(value) * 2 ,
|
|
|
|
damageType = new GravityDamage(),
|
|
|
|
location = new Location()
|
|
|
|
{
|
|
|
|
position = actor.Position,
|
|
|
|
rotation = actor.Rotation
|
|
|
|
},
|
|
|
|
initiator = entity,
|
|
|
|
target = entity,
|
|
|
|
});
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
2023-08-23 01:59:40 +08:00
|
|
|
public override void OnLateUpdate(float deltaTime)
|
|
|
|
{
|
2023-08-27 02:58:19 +08:00
|
|
|
if (allowMovement.Allow is false) return;
|
2023-10-02 23:24:56 +08:00
|
|
|
var additiveTransform = locationAdditive.transform;
|
|
|
|
|
2023-08-23 01:59:40 +08:00
|
|
|
var rotation = Quaternion.Euler(LookInput);
|
2023-10-20 19:31:12 +08:00
|
|
|
|
|
|
|
if (LimitViewAngle is not 0)
|
|
|
|
{
|
|
|
|
float angleDifference = Quaternion.Angle(rotation, FpvRotation);
|
|
|
|
|
|
|
|
// 如果角度差大于最大允许角度差,进行限制
|
|
|
|
if (angleDifference > LimitViewAngle)
|
|
|
|
{
|
|
|
|
// 将当前旋转限制在最大允许角度差的范围内
|
|
|
|
rotation = Quaternion.Lerp(
|
|
|
|
rotation,
|
|
|
|
Quaternion.RotateTowards(FpvRotation,rotation , LimitViewAngle),
|
|
|
|
5 * deltaTime
|
|
|
|
);
|
|
|
|
|
|
|
|
LookInput = MathV.TransientRotationAxis(rotation.eulerAngles);
|
|
|
|
}
|
|
|
|
}
|
2023-09-01 14:33:54 +08:00
|
|
|
|
2023-10-02 23:24:56 +08:00
|
|
|
locationAdditive.SetGlobalRotation(rotation);
|
|
|
|
|
|
|
|
CurrentCameraPosition.being = Vector3.Lerp(CurrentCameraPosition.being,CurrentCameraPosition.shouldBe,5 * deltaTime);
|
|
|
|
|
|
|
|
locationAdditive.AddPosition(CurrentCameraPosition);
|
|
|
|
|
2023-09-01 14:33:54 +08:00
|
|
|
ViewRotation = rotation;
|
2023-10-02 23:24:56 +08:00
|
|
|
|
|
|
|
ViewCenter = additiveTransform.position + additiveTransform.forward;
|
2023-09-01 14:33:54 +08:00
|
|
|
}
|
2023-10-20 19:31:12 +08:00
|
|
|
private float _stamina = 100;
|
|
|
|
public float Stamina
|
|
|
|
{
|
|
|
|
get=>_stamina;
|
|
|
|
set
|
|
|
|
{
|
|
|
|
if (value < _stamina)
|
|
|
|
{
|
|
|
|
staminaRecoveryInterval.Reset();
|
|
|
|
}
|
|
|
|
_stamina = Mathf.Clamp(value, 0, 100);
|
|
|
|
OnStaminaChanged?.Invoke(_stamina);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
private readonly IntervalUpdate staminaRecoveryInterval = new(1);
|
|
|
|
public int LimitViewAngle { get; set; }
|
|
|
|
public event Action<float> OnStaminaChanged;
|
|
|
|
public float3 FpvPosition => fpvPoint.position;
|
|
|
|
public quaternion FpvRotation => fpvPoint.rotation;
|
|
|
|
public float3 FpvLocalPosition =>fpvPoint.localPosition;
|
|
|
|
public quaternion FpvLocalRotation => fpvPoint.localRotation;
|
2023-09-01 14:33:54 +08:00
|
|
|
|
|
|
|
public void AddViewEuler(float2 euler)
|
|
|
|
{
|
|
|
|
LookInput = new Vector3
|
|
|
|
{
|
|
|
|
x = LookInput.x + euler.x,
|
|
|
|
y = LookInput.y + euler.y
|
|
|
|
};
|
2023-08-23 01:59:40 +08:00
|
|
|
}
|
2023-10-20 19:31:12 +08:00
|
|
|
public event Func<bool> TryOpenParachute;
|
|
|
|
public event Action OnParachuteOpened;
|
|
|
|
public event Action OnParachuteClosed;
|
|
|
|
|
|
|
|
internal void InvokeOpenParachute()
|
|
|
|
{
|
|
|
|
OnParachuteOpened?.Invoke();
|
|
|
|
parachuteModel.gameObject.SetActive(true);
|
|
|
|
}
|
|
|
|
internal void InvokeCloseParachute()
|
|
|
|
{
|
|
|
|
OnParachuteClosed?.Invoke();
|
|
|
|
parachuteModel.gameObject.SetActive(false);
|
|
|
|
}
|
2023-08-23 01:59:40 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
}
|