breakpoint

before change animation type
This commit is contained in:
CortexCore
2023-12-27 02:24:00 +08:00
parent 4adcd33811
commit 08cdf4d785
27 changed files with 3050 additions and 775 deletions

View File

@@ -22,6 +22,8 @@ namespace BITFALL.Entites
[Inject] private IEntityOverride _override;
private readonly List<(Transform transform,Vector3 initialPosition, Quaternion initialRotation)> _initialJoint = new();
private bool _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)

View File

@@ -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();
}
}

View File

@@ -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);
}

View File

@@ -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<IMotionBasedState>,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;

View File

@@ -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;
}
}