2023-08-27 02:58:19 +08:00
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using BITFALL.Player.Equip;
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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.Selection;
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using BITKit.StateMachine;
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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.Splines;
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using UnityEngine.UI;
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2023-08-27 02:58:19 +08:00
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namespace BITFALL.Entities.Player.Movement.States
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{
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[Serializable]
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public class Climb : PlayerCharacterState,IPlayerClimbState
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{
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[SerializeField] protected float lerpDelta = 5;
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private IntervalUpdate cancelInterval = new(0.16f);
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private bool needInit;
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public override void OnStateEntry(IState old)
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{
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base.OnStateEntry(old);
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characterController.ExpectCrouch.Reset();
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actor.alwaysNotGrounded = true;
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actor.ForceNotGrounded();
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actor.ColliderComponent.enabled = false;
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cancelInterval.Reset();
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needInit = true;
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characterController.LimitViewAngle = 80;
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}
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public override void OnStateUpdate(float deltaTime)
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{
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var distance = Vector3.Distance(characterController.ExpectClimb.shouldBe,
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characterController.transform.position);
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if (
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distance<=0.16f
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|| actor.IsStable
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|| cancelInterval.AllowUpdate && actor.Velocity.sqrMagnitude<=0.16f
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)
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{
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Exit();
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return;
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}
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if (characterController.Position.y >= characterController.ExpectClimb.shouldBe.y)
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{
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Exit();
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}
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}
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public override void OnStateExit(IState old, IState newState)
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{
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actor.alwaysNotGrounded = false;
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actor.ColliderComponent.enabled = true;
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characterController.ExpectJump.Reset();
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actor.ForceGrounded();
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characterController.LimitViewAngle = 0;
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}
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public override void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
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{
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if (needInit)
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{
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currentVelocity.y = 0;
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needInit = false;
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}
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var velocity =(characterController.ExpectClimb.shouldBe - characterController.transform.position)*lerpDelta;
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velocity += characterController.Rotation * characterController.MovementInput.normalized * 1.0f;
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currentVelocity = Vector3.Lerp(currentVelocity,velocity,lerpDelta*deltaTime);
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}
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public override void AfterUpdateMovement(float deltaTime)
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{
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characterController.CurrentCameraPosition.shouldBe = characterController.FpvLocalPosition;
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}
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}
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[Serializable]
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public sealed class Link:PlayerCharacterState,IPlayerLinkState
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{
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public int LinkArea { get; private set; }
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private OffMeshLink _offMeshLink;
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private ISplineContainer _splineContainer;
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private float progress;
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private float increment;
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[Inject] private IEquipService _equipService;
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[Inject] private InputActionGroup _inputActionGroup;
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private readonly IntervalUpdate exitInterval = new(0.32f);
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public override void OnStateEntry(IState old)
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{
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base.OnStateEntry(old);
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characterController.ExpectCrouch.Reset();
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characterController.ExpectJump.Reset();
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actor.ForceNotGrounded();
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actor.RigidbodyComponent.IsKinematic = true;
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actor.ColliderComponent.enabled = false;
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Init(characterController.OffMeshLink);
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characterController.LimitViewAngle = 45;
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_equipService.AllowEquip.AddDisableElements(this);
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exitInterval.Reset();
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_inputActionGroup.RegisterCallback(characterController.CrouchAction, OnCrouch);
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_inputActionGroup.RegisterCallback(characterController.JumpAction, OnJump);
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}
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private void OnJump(InputAction.CallbackContext obj)
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{
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switch (obj)
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{
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case {interaction:PressInteraction,performed:true}:
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Exit();
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return;
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}
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}
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private void OnCrouch(InputAction.CallbackContext obj)
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{
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switch (obj)
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{
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case { interaction: PressInteraction, performed: true }:
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Exit();
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return;
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}
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}
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public override void OnStateExit(IState old, IState newState)
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{
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base.OnStateExit(old, newState);
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actor.RigidbodyComponent.IsKinematic = false;
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actor.ColliderComponent.enabled = true;
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characterController.LimitViewAngle = 0;
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_equipService.AllowEquip.RemoveDisableElements(this);
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_inputActionGroup.UnRegisterCallback(characterController.CrouchAction, OnCrouch);
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_inputActionGroup.UnRegisterCallback(characterController.JumpAction, OnJump);
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}
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private void Init(OffMeshLink offMeshLink)
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{
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var offsetTransform = offMeshLink.transform;
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_offMeshLink = offMeshLink;
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offMeshLink.TryGetComponent<ISplineContainer>(out _splineContainer);
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LinkArea = offMeshLink.area;
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if (_splineContainer is not null)
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{
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var isStart =
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Vector3.Distance(
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actor.Position,
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offsetTransform.TransformPoint(_splineContainer.Splines[0].Knots.First().Position)
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) <
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Vector3.Distance(
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actor.Position,
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offsetTransform.TransformPoint(_splineContainer.Splines[0].Knots.Last().Position)
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);
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progress = isStart ? 0 : 1;
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increment = isStart ? 1 : -1;
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}
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else
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{
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var offset = Mathf.Lerp(offMeshLink.startTransform.position.y,offMeshLink.endTransform.position.y,0.5f);
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var offsetPos = actor.Position;
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offsetPos.y = offset;
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actor.ForceNotGrounded();
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actor.Position = Vector3.MoveTowards(actor.Position, offsetPos, 0.64f);
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progress = 0.5f;
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}
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}
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public override void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
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{
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if (_splineContainer is null)
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{
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actor.Rotation = Quaternion.Lerp(
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actor.Rotation,
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_offMeshLink.transform.rotation * Quaternion.Euler(0,-180,0),
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5 * deltaTime
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);
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}
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}
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public override void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
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{
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actor.ForceNotGrounded();
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if (_offMeshLink is null) return;
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switch (_splineContainer)
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{
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case null:
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var positionA = _offMeshLink.startTransform.position;
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var positionB = positionA;
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positionB.y = _offMeshLink.endTransform.position.y;
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var positionC = actor.Position + Vector3.up * (characterController.MovementInput.z * deltaTime * 1.6f);
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Vector3 vectorAC = positionC - positionA;
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Vector3 vectorAB = positionB - positionA;
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Vector3 closestPoint = positionA + Vector3.Project(vectorAC, vectorAB);
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actor.Position = closestPoint;
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//currentVelocity = Vector3.Lerp(currentVelocity , (closestPoint - actor.Position) , 5 * deltaTime);
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characterController.UnityEntity.SetDirect(BITHash.Player.ActionSpeed,characterController.MovementInput.z);
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break;
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case not null:
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var trans = _offMeshLink.transform;
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var pos =trans.position + trans.rotation * _splineContainer.Splines[0].EvaluatePosition(progress +=increment * deltaTime);
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actor.Position =Vector3.Lerp(actor.Position , pos , 8*deltaTime) ;
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break;
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}
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}
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public override void OnStateUpdate(float deltaTime)
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{
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if (exitInterval.AllowUpdateWithoutReset is false) return;
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switch (_offMeshLink,_splineContainer)
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{
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case (null,null):
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case (not null,_) when !_offMeshLink || _offMeshLink.gameObject.activeInHierarchy is false:
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Exit();
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return;
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case (not null,not null):
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if (progress is > 1.1f or < -0.1f)
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{
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Exit();
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}
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return;
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case (not null,null):
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if (actor.Position.y > _offMeshLink.endTransform.position.y)
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{
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Exit();
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actor.Position = _offMeshLink.endTransform.position;
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return;
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}
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if (actor.Position.y < _offMeshLink.startTransform.position.y)
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{
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Exit();
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actor.Position = _offMeshLink.startTransform.position;
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return;
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}
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break;
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}
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}
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public override void AfterUpdateMovement(float deltaTime)
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{
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characterController.CurrentCameraPosition.shouldBe = characterController.FpvLocalPosition;
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}
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}
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2023-10-24 23:37:59 +08:00
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[Serializable]
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public sealed class Dodge : PlayerCharacterState,IPlayerDodgeState
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{
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[SerializeField] private int costStamina = 10;
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[SerializeField] private AnimationCurve curve;
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[SerializeField] private float duration = 0.32f;
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private int direction;
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private float process;
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[Inject] private IHealth _health;
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public override void Initialize()
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{
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base.Initialize();
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_health.OnDamageFactory += OnDamageFactory;
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}
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public override void OnStateEntry(IState old)
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{
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base.OnStateEntry(old);
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direction = characterController.MovementInput.x > 0 ? 1 : -1;
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process = 0;
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characterController.Stamina-= costStamina;
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}
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public override void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
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{
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currentVelocity = actor.transform.right * (direction * curve.Evaluate(process+=deltaTime / duration));
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}
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public override void AfterUpdateMovement(float deltaTime)
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{
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if(process>=1)
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Exit();
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if(actor.IsGrounded is false)Exit();
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2023-10-24 23:37:59 +08:00
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}
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private int OnDamageFactory(DamageMessage msg, int currentDamage)
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{
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if (characterController.CurrentState is not IPlayerDodgeState || msg.Initiator is not Entity initiator)
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return currentDamage;
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var _direction = characterController.Position - initiator.transform.position;
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var verticalAngle = Vector3.Angle(initiator.transform.forward, _direction) - 90.0f;
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//Debug.Log(verticalAngle);
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return 0;
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}
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}
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[Serializable]
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public sealed class Fixed:PlayerCharacterState,IPlayerFixedState
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{
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public object FixedObject=>_fixedPlace;
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public float3 FixedPosition=>_fixedPlace.FixedPosition;
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public quaternion FixedRotation=>_fixedPlace.FixedRotation;
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public float3 FixedLocalPosition => throw new NotImplementedException();
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public quaternion FixedLocalRotation => throw new NotImplementedException();
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private IPlayerFixedPlace _fixedPlace;
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[Inject] private ISelector _selector;
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[Inject] private IEquipService _equipService;
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2023-12-26 20:07:19 +08:00
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[Inject] private IKnockdown _knockdown;
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2023-10-20 19:31:12 +08:00
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public override void Initialize()
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{
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base.Initialize();
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_selector.OnActive+=OnSelectorActive;
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}
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public override void OnStateEntry(IState old)
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{
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base.OnStateEntry(old);
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//actor.enabled = false;
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//actor.RigidbodyComponent.IsKinematic = true;
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actor.ColliderComponent.enabled = false;
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actor.PhysicsComponent.enabled = false;
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actor.alwaysNotGrounded = true;
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2023-11-30 00:23:23 +08:00
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actor.constraintRotation = false;
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2023-10-20 19:31:12 +08:00
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characterController.ExpectCrouch.Reset();
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characterController.LimitViewAngle = 100;
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2023-11-15 23:54:54 +08:00
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_equipService.AllowEquip.AddDisableElements(this);
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2023-11-21 18:05:18 +08:00
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lastRotation = _fixedPlace.FixedRotation;
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2023-11-30 00:23:23 +08:00
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2023-10-20 19:31:12 +08:00
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}
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public override void OnStateExit(IState old, IState newState)
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{
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base.OnStateExit(old, newState);
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//actor.RigidbodyComponent.IsKinematic = false;
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actor.ColliderComponent.enabled = true;
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actor.alwaysNotGrounded = false;
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actor.PhysicsComponent.enabled = true;
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2023-11-30 00:23:23 +08:00
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actor.constraintRotation = true;
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2023-10-20 19:31:12 +08:00
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//actor.enabled = true;
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characterController.LimitViewAngle = 0;
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2023-11-15 23:54:54 +08:00
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_equipService.AllowEquip.RemoveDisableElements(this);
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2023-10-20 19:31:12 +08:00
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}
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public override void UpdateVelocity(ref Vector3 currentVelocity, float deltaTime)
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{
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2023-11-21 18:05:18 +08:00
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currentVelocity = default;
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actor.Position = FixedPosition + _fixedPlace.Velocity * deltaTime;
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;
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2023-10-20 19:31:12 +08:00
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}
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public override void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
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{
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currentRotation = FixedRotation;
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}
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public override void AfterUpdateMovement(float deltaTime)
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{
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base.AfterUpdateMovement(deltaTime);
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characterController.CurrentCameraPosition.shouldBe = characterController.FpvLocalPosition;
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if (characterController.ExpectCrouch.shouldBe && _fixedPlace.Exit(characterController.Entity))
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{
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characterController.ExpectCrouch.Reset();
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Exit();
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}else if (_fixedPlace is null)
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{
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Exit();
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}
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}
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private void OnSelectorActive(ISelectable obj)
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{
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if (obj is not MonoBehaviour monoBehaviour ||
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monoBehaviour.TryGetComponent<IPlayerFixedPlace>(out var fixedPlace) is false) return;
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2023-12-26 20:07:19 +08:00
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if (_knockdown.IsKnockdown) return;
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2023-10-20 19:31:12 +08:00
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if (_fixedPlace?.Exit(characterController.Entity) is false)
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{
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return;
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}
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if (fixedPlace.Entry(characterController.Entity))
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{
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_fixedPlace = fixedPlace;
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characterController.TransitionState<Fixed>();
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return;
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}
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_fixedPlace = null;
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}
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2023-11-21 18:05:18 +08:00
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private quaternion lastRotation;
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2023-10-20 19:31:12 +08:00
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public override void OnStateUpdate(float deltaTime)
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{
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2023-11-21 18:05:18 +08:00
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base.OnStateUpdate(deltaTime);
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var rotation = Quaternion.Inverse(_fixedPlace.FixedRotation) * lastRotation;
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2023-12-15 23:44:39 +08:00
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var euler =MathV.TransientRotationAxis(rotation.eulerAngles);
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var add = new float2(euler.x, -euler.y);
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characterController.AddViewEuler(add);
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2023-11-21 18:05:18 +08:00
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lastRotation = _fixedPlace.FixedRotation;
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2023-10-20 19:31:12 +08:00
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}
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protected override void Exit()
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{
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base.Exit();
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if (_fixedPlace is not null)
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{
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actor.Position = _fixedPlace.ExitPosition;
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}
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_fixedPlace = null;
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}
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2023-08-27 02:58:19 +08:00
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}
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}
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