This commit is contained in:
CortexCore
2023-11-15 23:54:54 +08:00
parent ee3ecec6cb
commit 3c837a4a33
356 changed files with 73756 additions and 26493 deletions

View File

@@ -20,12 +20,15 @@ namespace BITFALL.Guns.States
{
[SerializeField] private ExpectState<bool> _expectRun;
[Inject] protected ISelector _selector;
private float elapsedTime;
private float requestBoltActionElapsedTime;
private bool boltActionImmediately;
public override void OnStateEntry(IState old)
{
switch (old)
{
case Movement:
case Equip:
break;
case Aim:
root.animator.CrossFade(BITConstant.Player.Movement, 0.32f);
break;
@@ -38,13 +41,15 @@ namespace BITFALL.Guns.States
}
public override void OnStateExit(IState old, IState newState)
{
elapsedTime = 0;
requestBoltActionElapsedTime = 0;
base.OnStateExit(old, newState);
_selector.OnActive -= OnActive;
}
public override void OnStateUpdate(float deltaTime)
{
elapsedTime += deltaTime;
if (root.RequireBolt)
requestBoltActionElapsedTime += deltaTime;
if (root.animator[0].stateName is not BITConstant.Player.Movement) return;
if (root.expectFiring.shouldBe && root.fireInterval.AllowUpdate)
{
@@ -53,14 +58,24 @@ namespace BITFALL.Guns.States
if (root.expectAiming.shouldBe && BITAppForUnity.AllowCursor == false)
{
root.TransitionState<Aim>();
}else if (_expectRun)
return;
}
if (_expectRun)
{
root.TransitionState<Run>();
}else if (root.RequireBolt && elapsedTime > 0.5f || boltActionImmediately)
return;
}
switch (root.RequireBolt)
{
root.TransitionState<Reload>();
case var _ when boltActionImmediately:
case var _ when requestBoltActionElapsedTime > 1f:
case var _ when root.animator[4].stateName == BITConstant.Player.Empty && requestBoltActionElapsedTime>0.32f:
root.TransitionState<Reload>();
break;
}
}
public void OnActive(ISelectable selectable)
{
root.animator.Play(BITConstant.Player.Interactive);
@@ -167,13 +182,12 @@ namespace BITFALL.Guns.States
root.animator.CrossFade(BITConstant.Player.Aim, 0.16f);
break;
}
_entityMovement.ExecuteCommand<PlayerDisableRunCommand>(new(this));
_entityMovement.ExecuteCommand<PlayerPauseRunCommand>(new(this,true));
}
public override void OnStateExit(IState old, IState newState)
{
base.OnStateExit(old, newState);
_entityMovement.ExecuteCommand<PlayerEnableRunCommand>(new(this));
_entityMovement.ExecuteCommand<PlayerPauseRunCommand>(new(this,false));
}
public override void OnStateUpdate(float deltaTime)
@@ -214,8 +228,6 @@ namespace BITFALL.Guns.States
base.Initialize();
root.animator[0].onStateExit += OnAnimationStateExit;
}
private void OnAnimationStateExit(string obj)
{
if (obj is BITConstant.Player.Equip) completed = true;
@@ -225,22 +237,26 @@ namespace BITFALL.Guns.States
{
completed = false;
root.animator.Play(BITConstant.Player.Equip,-1,0);
root.animator.animator.Update(0);
_entityMovement.ExecuteCommand<PlayerPauseRunCommand>(new(this,true));
}
public override void OnStateExit(IState old, IState newState)
{
base.OnStateExit(old, newState);
_entityMovement.ExecuteCommand<PlayerPauseRunCommand>(new(this,false));
}
public override void OnStateUpdate(float deltaTime)
{
var state = root.animator[0];
if (state.stateName == BITConstant.Player.Equip)
//var state = root.animator[0];
if (completed)
{
if (completed)
{
root.TransitionState<Movement>();
}
}
else
{
root.animator.Play(BITConstant.Player.Equip);
root.TransitionState<Movement>();
}
// else
// {
// root.animator.Play(BITConstant.Player.Equip);
// }
}
}
@@ -264,7 +280,7 @@ namespace BITFALL.Guns.States
{
base.OnStateEntry(old);
_entityMovement.ExecuteCommand<PlayerCancelRunCommand>();
_entityMovement.ExecuteCommand<PlayerPauseRunCommand>(new(this,true));
if (root.RequireBolt)
{
@@ -289,6 +305,7 @@ namespace BITFALL.Guns.States
{
root.RequireBolt = false;
base.OnStateExit(old, newState);
_entityMovement.ExecuteCommand<PlayerPauseRunCommand>(new(this,false));
}
}
[System.Serializable]
@@ -310,13 +327,15 @@ namespace BITFALL.Guns.States
}
public override void OnStateEntry(IState old)
{
base.OnStateEntry(old);
root.UnityEntity.Invoke(Constant.Animation.Play, BITConstant.Player.Melee);
_entityMovement.ExecuteCommand(new PlayerDisableRunCommand(this));
_entityMovement.ExecuteCommand<PlayerPauseRunCommand>(new(this,true));
}
public override void OnStateExit(IState old, IState newState)
{
_entityMovement.ExecuteCommand(new PlayerEnableRunCommand(this));
base.OnStateExit(old,newState);
_entityMovement.ExecuteCommand<PlayerPauseRunCommand>(new(this,false));
}
public override void OnStateUpdate(float deltaTime)
@@ -338,7 +357,15 @@ namespace BITFALL.Guns.States
{
public override void OnStateEntry(IState old)
{
base.OnStateEntry(old);
root.animator.Play(BITConstant.Player.Climb);
_entityMovement.ExecuteCommand<PlayerPauseRunCommand>(new(this,true));
}
public override void OnStateExit(IState old, IState newState)
{
base.OnStateExit(old, newState);
_entityMovement.ExecuteCommand<PlayerPauseRunCommand>(new(this,false));
}
public override void OnMovementStateChanged(IEntityMovementState old, IEntityMovementState newState)