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_updateNextFrame; public override void OnStart() { base.OnStart(); @@ -44,7 +46,16 @@ namespace BITFALL.Entites } } - + public override void OnUpdate(float deltaTime) + { + base.OnUpdate(deltaTime); + if (_updateNextFrame) + { + EnsurePhysicsAnimation(); + _updateNextFrame = false; + } + } + private void EnsurePhysicsAnimation() { @@ -56,13 +67,22 @@ namespace BITFALL.Entites } else { - animator.enabled = _health.IsAlive; + if (_override is not null) + { + animator.enabled = _health.IsAlive || _override.IsOvering; + } + else + { + animator.enabled = _health.IsAlive; + } + } } private void OnOverride(bool obj) { - EnsurePhysicsAnimation(); + //EnsurePhysicsAnimation(); + _updateNextFrame = true; } public void OnSetAlive(bool alive) { @@ -76,7 +96,8 @@ namespace BITFALL.Entites x.transform.localPosition = x.initialPosition; } } - EnsurePhysicsAnimation(); + //EnsurePhysicsAnimation(); + _updateNextFrame = true; } public void OnSetHP(int hp) diff --git a/Assets/Artists/Scripts/Entities/Movement/MotionBasedAnimancerState.cs b/Assets/Artists/Scripts/Entities/Movement/MotionBasedAnimancerState.cs new file mode 100644 index 000000000..b75c51104 --- /dev/null +++ b/Assets/Artists/Scripts/Entities/Movement/MotionBasedAnimancerState.cs @@ -0,0 +1,19 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using Animancer; +using UnityEngine; + +namespace BITFALL.Movement.MotionBased +{ + [Serializable] + public sealed class MotionBasedClipTransition : ClipTransition, IMotionBasedAnimationState + { + object ICloneable.Clone() => MemberwiseClone(); + } + [Serializable] + public sealed class MotionBasedMixTransition : LinearMixerTransition, IMotionBasedAnimationState + { + object ICloneable.Clone() => MemberwiseClone(); + } +} diff --git a/Assets/Artists/Scripts/Entities/Movement/MotionBasedBehavior.cs b/Assets/Artists/Scripts/Entities/Movement/MotionBasedBehavior.cs index e53fb9fbd..d07cb1b7c 100644 --- a/Assets/Artists/Scripts/Entities/Movement/MotionBasedBehavior.cs +++ b/Assets/Artists/Scripts/Entities/Movement/MotionBasedBehavior.cs @@ -38,23 +38,25 @@ namespace BITFALL.Movement.MotionBased { if (obj) { - _override.RemoveOverride(-1); + //_override.RemoveOverride(-1); animancerComponent.Layers[8].Stop(); } else if( allowDeathAnimation) { - animancerComponent.Layers[1].Stop(); - _override.AddOverride(-1); - if (animationClips.TryGetValue("Death", out var clips) is false) return; - var state = animancerComponent.Layers[8].Play(clips.Random()); - state.Events.OnEnd += OnEnd; - return; - void OnEnd() - { - _override.RemoveOverride(-1); - state.Events.OnEnd = null; - animancerComponent.Layers[8].Stop(); - } + //animancerComponent.Layers[1].Stop(); + Play("Death",false,8); + + // _override.AddOverride(-1); + // if (animationClips.TryGetValue("Death", out var clips) is false) return; + // var state = animancerComponent.Layers[8].Play(clips.Random()); + // state.Events.OnEnd += OnEnd; + // return; + // void OnEnd() + // { + // _override.RemoveOverride(-1); + // state.Events.OnEnd = null; + // animancerComponent.Layers[8].Stop(); + // } } } @@ -69,10 +71,11 @@ namespace BITFALL.Movement.MotionBased // } } public void Play(string animationName)=>Play(animationName,false); - public void Play(string animationName, bool isAdditive) + public void Play(string animationName, bool isAdditive,int layer = -1) { if (animationClips.TryGetValue(animationName, out var clip) is false) return; - var layer = isAdditive ? 2 : 1; + layer = layer is -1 ? isAdditive ? 2 : 1 : layer; + if (string.IsNullOrEmpty(lastAnimationName) is false) { _override.RemoveOverride(lastAnimationName); @@ -90,6 +93,7 @@ namespace BITFALL.Movement.MotionBased { state.Events.OnEnd = null; animancerComponent.Layers[layer].Stop(); + UnityEntity.Invoke(Constant.Animation.OnPlayEnd,animationName); if (isAdditive is false) _override.RemoveOverride(animationName); } diff --git a/Assets/Artists/Scripts/Entities/Movement/MotionBasedMovement.cs b/Assets/Artists/Scripts/Entities/Movement/MotionBasedMovement.cs index 7daa96ef1..20871d223 100644 --- a/Assets/Artists/Scripts/Entities/Movement/MotionBasedMovement.cs +++ b/Assets/Artists/Scripts/Entities/Movement/MotionBasedMovement.cs @@ -16,6 +16,14 @@ namespace BITFALL.Movement.MotionBased public interface IMotionBasedState : IEntityMovementState { void OnAnimatorMove(); + } + public interface IMotionBasedAnimationState:ICloneable + { + } + public interface IMotionBasedAnimationClip{} + public abstract class MotionBasedAnimationState + { + } [CustomType(typeof(MotionBasedMovement))] public sealed class MotionBasedMovement : StateBasedBehavior,IEntityMovement @@ -151,8 +159,7 @@ namespace BITFALL.Movement.MotionBased get => Transform.rotation; set => Transform.rotation = value; } - - Vector3 IEntityMovement.Forward => Transform.forward; + public Vector3 Forward => Rotation * Vector3.forward; Vector3 IEntityMovement.ViewForward => Transform.forward; diff --git a/Assets/Artists/Scripts/Entities/Movement/MotionBasedStates.cs b/Assets/Artists/Scripts/Entities/Movement/MotionBasedStates.cs index 7f303076f..2133141a3 100644 --- a/Assets/Artists/Scripts/Entities/Movement/MotionBasedStates.cs +++ b/Assets/Artists/Scripts/Entities/Movement/MotionBasedStates.cs @@ -7,6 +7,7 @@ using AYellowpaper.SerializedCollections; using BITKit; using BITKit.Entities; using BITKit.StateMachine; +using Unity.Mathematics; using UnityEngine; using UnityEngine.AI; using UnityEngine.Splines; @@ -21,6 +22,8 @@ namespace BITFALL.Movement.MotionBased.States [Inject] protected IHealth health; protected Vector3 MotionVelocity { get; private set; } + protected Vector3 MotionAngularVelocity { get; private set; } + protected Quaternion MotionDeltaRotation { get; private set; } public virtual bool Enabled { get; set; } public virtual void Initialize() { @@ -63,6 +66,8 @@ namespace BITFALL.Movement.MotionBased.States public virtual void OnAnimatorMove() { MotionVelocity = animancerComponent.Animator.velocity; + MotionAngularVelocity = animancerComponent.Animator.angularVelocity; + MotionDeltaRotation = animancerComponent.Animator.deltaRotation; } } @@ -161,11 +166,21 @@ namespace BITFALL.Movement.MotionBased.States [Serializable] public sealed class Walk : MotionBasedState { - [SerializeField] private AnimationClip clip; + [SerializeField] private LinearMixerTransition _state; + + private AnimancerState _playingState; + + private float rot = 0; public override void OnStateEntry(IState old) { base.OnStateEntry(old); - animancerComponent.Play(clip,0.1f); + _playingState = animancerComponent.Play(_state); + } + + public override void OnStateExit(IState old, IState newState) + { + base.OnStateExit(old, newState); + _playingState = null; } public override void OnStateUpdate(float deltaTime) @@ -198,18 +213,44 @@ namespace BITFALL.Movement.MotionBased.States public override void UpdateRotation(ref Quaternion currentRotation, float deltaTime) { base.UpdateRotation(ref currentRotation, deltaTime); + + var pathRotation = currentRotation; + var lerpRotation = currentRotation; + var direction = agent.steeringTarget - agent.transform.position; if(direction.sqrMagnitude>0.1f) { direction = Vector3.ProjectOnPlane(direction, Vector3.up); - currentRotation = + pathRotation = Quaternion.LookRotation(direction); + lerpRotation = Quaternion.RotateTowards( currentRotation, - Quaternion.LookRotation(direction), + pathRotation, 360 * deltaTime ) ; } + + + if (_playingState is not null) + { + var dir = pathRotation * Vector3.forward; //位置差,方向 + var dot = Vector3.Dot(movement.Forward, dir.normalized);//点乘判断前后:dot >0在前,<0在后 + var dot1 = Vector3.Dot(movement.transform.right, dir.normalized);//点乘判断左右: dot1>0在右,<0在左 + var angle = Mathf.Acos(Vector3.Dot(movement.Forward.normalized, dir.normalized)) * Mathf.Rad2Deg;//通过点乘求出 + + angle = dot1 > 0 ? angle : -angle; + + var clamp = Mathf.Clamp(angle/45, -1, 1); + + rot = Mathf.MoveTowards(rot, clamp, 8 * deltaTime); + + _state.State.Parameter =rot ; + + //Debug.Log($"angle:{angle} dot:{dot} dot1:{dot1} clamp:{clamp}"); + + } + currentRotation = lerpRotation; } } diff --git a/Assets/Artists/Scripts/Player/CharacterControllerPro/PlayerCharacterStates.cs b/Assets/Artists/Scripts/Player/CharacterControllerPro/PlayerCharacterStates.cs index 05b3111c3..3353c3e31 100644 --- a/Assets/Artists/Scripts/Player/CharacterControllerPro/PlayerCharacterStates.cs +++ b/Assets/Artists/Scripts/Player/CharacterControllerPro/PlayerCharacterStates.cs @@ -32,6 +32,10 @@ namespace BITFALL.Entities.Player.Movement.States public override void AfterUpdateMovement(float deltaTime) { + if (knockdown.IsKnockdown) + { + characterController.TransitionState(); + } if (knockdown.IsKnockdown is false && characterController.ExpectParachute.shouldBe) { characterController.TransitionState(); @@ -216,6 +220,7 @@ namespace BITFALL.Entities.Player.Movement.States public override void AfterUpdateMovement(float deltaTime) { base.AfterUpdateMovement(deltaTime); + if (characterController.CurrentState != this) return; switch (characterController.ExpectRun.shouldBe,characterController.ExpectCrouch.shouldBe) { case (_,true): diff --git a/Assets/BITKit/Unity/Scripts/Entity/Components/Physics/EntityPhysics.cs b/Assets/BITKit/Unity/Scripts/Entity/Components/Physics/EntityPhysics.cs index 24954069b..313bf8dc9 100644 --- a/Assets/BITKit/Unity/Scripts/Entity/Components/Physics/EntityPhysics.cs +++ b/Assets/BITKit/Unity/Scripts/Entity/Components/Physics/EntityPhysics.cs @@ -15,40 +15,64 @@ namespace BITKit.Entities [SerializeField] private Collider[] ragdollColliders; [SerializeField] private Joint[] joints; [SerializeField] private new Rigidbody rigidbody; - [Inject] + + [Inject(true)] private IHealth _health; + + [Inject(true)] private IEntityOverride _override; + private readonly Dictionary _jointXMotions=new(); private readonly Dictionary _jointYMotions=new(); private readonly Dictionary _jointZMotions=new(); private readonly Dictionary _jointAngularXMotions=new(); private readonly Dictionary _jointAngularYMotions=new(); private readonly Dictionary _jointAngularZMotions=new(); - + public override void OnAwake() { _health.OnSetAlive += OnSetAlive; - _health.OnSetHealthPoint += OnSetHP; foreach (var x in joints) { switch (x) { - case ConfigurableJoint configurableJoint: - _jointXMotions.Add(configurableJoint,configurableJoint.xMotion); - _jointYMotions.Add(configurableJoint,configurableJoint.yMotion); - _jointZMotions.Add(configurableJoint,configurableJoint.zMotion); - _jointAngularXMotions.Add(configurableJoint,configurableJoint.angularXMotion); - _jointAngularYMotions.Add(configurableJoint,configurableJoint.angularYMotion); - _jointAngularZMotions.Add(configurableJoint,configurableJoint.angularZMotion); + case ConfigurableJoint configurableJoint: + _jointXMotions.Add(configurableJoint, configurableJoint.xMotion); + _jointYMotions.Add(configurableJoint, configurableJoint.yMotion); + _jointZMotions.Add(configurableJoint, configurableJoint.zMotion); + _jointAngularXMotions.Add(configurableJoint, configurableJoint.angularXMotion); + _jointAngularYMotions.Add(configurableJoint, configurableJoint.angularYMotion); + _jointAngularZMotions.Add(configurableJoint, configurableJoint.angularZMotion); break; } } + + if (_override is not null) + _override.OnOverride += OnOverride; } - private async void OnSetAlive(bool alive) + private void OnOverride(bool obj) { - IsPhysics = !alive; + EnsureConf(); + } + + private void OnSetAlive(bool alive) + { + EnsureConf(); + } + + private async void EnsureConf() + { + var allow = (_health, _override) switch + { + (not null,not null)=>_health.IsAlive || _override.IsOvering, + (not null,null)=>_health.IsAlive, + (null,not null)=>_override.IsOvering, + _=>false, + }; if (animator) - animator.enabled = alive; + { + animator.enabled = allow; + } try { await Task.Delay(10, destroyCancellationToken); @@ -56,13 +80,13 @@ namespace BITKit.Entities foreach (var x in rigidbodies) { //x.isKinematic = alive; - x.gameObject.SetActive(!alive); + x.gameObject.SetActive(!allow); } foreach (var x in ragdollColliders) { - x.enabled = !alive; + x.enabled = !allow; } - OnSetPhysics?.Invoke(!alive); + OnSetPhysics?.Invoke(!allow); } catch (OperationCanceledException) { @@ -74,25 +98,20 @@ namespace BITKit.Entities switch (joint) { case ConfigurableJoint configurableJoint: - configurableJoint.xMotion = alive ? _jointXMotions[joint] : ConfigurableJointMotion.Free; - configurableJoint.yMotion = alive ? _jointYMotions[joint] : ConfigurableJointMotion.Free; - configurableJoint.zMotion = alive ? _jointZMotions[joint] : ConfigurableJointMotion.Free; + configurableJoint.xMotion = allow ? _jointXMotions[joint] : ConfigurableJointMotion.Free; + configurableJoint.yMotion = allow ? _jointYMotions[joint] : ConfigurableJointMotion.Free; + configurableJoint.zMotion = allow ? 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