1
This commit is contained in:
@@ -33,29 +33,29 @@ namespace BITFALL.Entities.Player.Movement.States
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{
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base.OnStateEntry(old);
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actor.SetSize(initialSize,CharacterActor.SizeReferenceType.Bottom);
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characterController.ReferenceSpeed = initialSpeed;
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self.ReferenceSpeed = initialSpeed;
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}
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public override void BeforeUpdateMovement(float deltaTime)
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{
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characterController.CurrentCameraPosition.shouldBe = initialCameraPosition;
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self.CurrentCameraPosition.shouldBe = initialCameraPosition;
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}
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public override void AfterUpdateMovement(float deltaTime)
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{
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if (knockdown.IsKnockdown)
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{
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characterController.TransitionState<Knockdown>();
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self.TransitionState<Knockdown>();
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}
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if (knockdown.IsKnockdown is false && characterController.ExpectParachute.shouldBe)
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if (knockdown.IsKnockdown is false && self.ExpectParachute.shouldBe)
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{
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characterController.TransitionState<Parachute>();
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characterController.ExpectParachute.Reset();
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self.TransitionState<Parachute>();
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self.ExpectParachute.Reset();
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}
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if (characterController.RequestClimb is false) return;
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if(characterController.topBlocked)return;
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if (self.RequestClimb is false) return;
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if(self.topBlocked)return;
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// if (characterController.topBlocked is false && characterController.RequestClimb &&
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// characterController.climbClosePoint.TryGetClosePoint(out var closePoint))
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@@ -65,37 +65,37 @@ namespace BITFALL.Entities.Player.Movement.States
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// return;
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// }
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if (characterController.vaultPoint.TryGetClosePoint(out var closePoint))
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if (self.vaultPoint.TryGetClosePoint(out var closePoint))
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{
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characterController.ExpectClimb.shouldBe = closePoint;
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characterController.TransitionState<Vault>();
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characterController.ExpectJump.Reset();
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characterController.RequestClimb = false;
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self.ExpectClimb.shouldBe = closePoint;
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self.TransitionState<Vault>();
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self.ExpectJump.Reset();
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self.RequestClimb = false;
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return;
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}
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if (characterController.climbClosePoint.TryGetClosePoint(out closePoint))
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if (self.climbClosePoint.TryGetClosePoint(out closePoint))
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{
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characterController.ExpectClimb.shouldBe = closePoint;
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characterController.TransitionState<Climb>();
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characterController.ExpectJump.Reset();
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characterController.RequestClimb = false;
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self.ExpectClimb.shouldBe = closePoint;
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self.TransitionState<Climb>();
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self.ExpectJump.Reset();
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self.RequestClimb = false;
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return;
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}
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if (characterController.edgeClimbPoint.TryGetClosePoint(out closePoint))
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if (self.edgeClimbPoint.TryGetClosePoint(out closePoint))
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{
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characterController.ExpectClimb.shouldBe = closePoint;
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characterController.TransitionState<EdgeClimb>();characterController.ExpectJump.Reset();
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characterController.RequestClimb = false;
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self.ExpectClimb.shouldBe = closePoint;
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self.TransitionState<EdgeClimb>();self.ExpectJump.Reset();
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self.RequestClimb = false;
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return;
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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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var rotation = Quaternion.Euler(0, characterController.LookInput.y, 0);
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var movementInput = characterController.MovementInput;
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var rotation = Quaternion.Euler(0, self.LookInput.y, 0);
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var movementInput = self.MovementInput;
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if (_cameraService?.IsCameraActivated is false)
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{
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@@ -103,7 +103,7 @@ namespace BITFALL.Entities.Player.Movement.States
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}
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var moveVelocity = rotation * new Vector3(
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movementInput.x * Mathf.Min(characterController.initialSpeed, initialSpeed),
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movementInput.x * Mathf.Min(self.initialSpeed, initialSpeed),
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0,
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movementInput.z * initialSpeed
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);
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@@ -112,18 +112,18 @@ namespace BITFALL.Entities.Player.Movement.States
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moveVelocity = rotation * movementInput * initialSpeed;
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}
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if (characterController.limitSpeed.Allow)
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if (self.limitSpeed.Allow)
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{
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switch (characterController.CurrentState)
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switch (self.CurrentState)
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{
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case IPlayerWalkState:
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case IPlayerCrouchState:
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moveVelocity = Vector3.ClampMagnitude(moveVelocity, characterController.limitSpeed.Value);
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moveVelocity = Vector3.ClampMagnitude(moveVelocity, self.limitSpeed.Value);
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break;
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}
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}
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if (characterController.IsGrounded)
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if (self.IsGrounded)
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{
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var effectiveGroundNormal = actor.GroundStableNormal;
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@@ -139,7 +139,7 @@ namespace BITFALL.Entities.Player.Movement.States
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Vector3.Lerp(currentVelocity, targetMovementVelocity, 1f - Mathf.Exp(-16 * deltaTime));
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currentVelocity = newVelocity;
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if (characterController.ExpectJump.shouldBe)
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if (self.ExpectJump.shouldBe)
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{
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actor.ForceNotGrounded();
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@@ -151,14 +151,14 @@ namespace BITFALL.Entities.Player.Movement.States
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currentVelocity.y+= initialJumpForce;
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characterController.ExpectJump.Reset();
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self.ExpectJump.Reset();
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characterController.ExecuteCommand<OnPlayerJumpCommand>();
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self.ExecuteCommand<OnPlayerJumpCommand>();
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}
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}
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else
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{
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if (moveVelocity.sqrMagnitude > 0f && characterController.landFreeze.AllowUpdateWithoutReset)
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if (moveVelocity.sqrMagnitude > 0f && self.landFreeze.AllowUpdateWithoutReset)
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{
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var addedVelocity = moveVelocity * (3 * deltaTime);
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@@ -212,7 +212,7 @@ namespace BITFALL.Entities.Player.Movement.States
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public override void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
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{
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var newRotation = Quaternion.Euler(0, characterController.LookInput.y, 0);
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var newRotation = Quaternion.Euler(0, self.LookInput.y, 0);
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@@ -221,36 +221,36 @@ namespace BITFALL.Entities.Player.Movement.States
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if (Physics.Raycast(_cameraService.CameraPosition, _cameraService.CameraRotation * Vector3.forward,
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out var hit, 256, LayerMask.GetMask("Default"), QueryTriggerInteraction.Ignore))
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{
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characterController.ViewForward = (hit.point - (characterController.Position +
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characterController.Rotation *
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characterController.ViewCenter)).normalized;
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self.ViewForward = (hit.point - (self.Position +
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self.Rotation *
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self.ViewCenter)).normalized;
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newRotation = Quaternion.LookRotation(characterController.ViewForward);
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characterController.ViewRotation = newRotation;
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newRotation = Quaternion.LookRotation(self.ViewForward);
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self.ViewRotation = newRotation;
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characterController.FocusPoint = hit.point;
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self.FocusPoint = hit.point;
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Debug.DrawLine(_cameraService.CameraPosition, hit.point, Color.green, 0.1f);
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Debug.DrawLine(characterController.Position + characterController.ViewCenter,
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characterController.Position +
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characterController.ViewCenter + characterController.ViewRotation * Vector3.forward
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Debug.DrawLine(self.Position + self.ViewCenter,
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self.Position +
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self.ViewCenter + self.ViewRotation * Vector3.forward
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, Color.blue, 0.1f);
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}
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else
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{
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characterController.ViewRotation = Quaternion.Euler(characterController.LookInput);;
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self.ViewRotation = Quaternion.Euler(self.LookInput);;
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characterController.FocusPoint = characterController.Position +
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characterController.ViewRotation * Vector3.forward * 256;
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self.FocusPoint = self.Position +
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self.ViewRotation * Vector3.forward * 256;
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Debug.DrawLine(_cameraService.CameraPosition, _cameraService.CameraRotation * Vector3.forward,
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Color.red, 0.1f);
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}
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var rotationDirection = _cameraService.CameraRotation * characterController.MovementInput;
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var rotationDirection = _cameraService.CameraRotation * self.MovementInput;
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rotationDirection = Vector3.ProjectOnPlane(rotationDirection, Vector3.up);
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if (rotationDirection.sqrMagnitude >= 0.16f)
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{
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@@ -258,7 +258,7 @@ namespace BITFALL.Entities.Player.Movement.States
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currentRotation = Quaternion.Lerp(currentRotation, newPlayerRotation, 1f - Mathf.Exp(-16 * deltaTime));
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}
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if (characterController.allowFocus)
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if (self.allowFocus)
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{
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currentRotation =
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Quaternion.LookRotation(_cameraService.CameraRotation * Vector3.forward, Vector3.up);
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@@ -279,16 +279,16 @@ namespace BITFALL.Entities.Player.Movement.States
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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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if (characterController.CurrentState != this) return;
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switch (characterController.ExpectRun.shouldBe, characterController.ExpectCrouch.shouldBe)
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if (self.CurrentState != this) return;
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switch (self.ExpectRun.shouldBe, self.ExpectCrouch.shouldBe)
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{
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case (_,_) when characterController.topBlocked && characterController.IsGrounded:
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case (_,_) when self.topBlocked && self.IsGrounded:
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case (_, true):
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characterController.TransitionState<Crouch>();
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self.TransitionState<Crouch>();
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return;
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case (true, false) when characterController.pauseRun.Allow is false &&
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characterController.MovementInput.z > 0:
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characterController.TransitionState<Run>();
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case (true, false) when self.pauseRun.Allow is false &&
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self.MovementInput.z > 0:
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self.TransitionState<Run>();
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return;
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}
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}
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@@ -300,17 +300,17 @@ namespace BITFALL.Entities.Player.Movement.States
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public override void OnStateEntry(IState old)
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{
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_equipService.AllowEquip.AddDisableElements(this);
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characterController.LimitViewAngle = 20;
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self.LimitViewAngle = 20;
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base.OnStateEntry(old);
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}
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public override void AfterUpdateMovement(float deltaTime)
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{
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if (actor.IsGrounded is false)
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{
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characterController.TransitionState<Walk>();
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self.TransitionState<Walk>();
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return;
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}
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characterController.CurrentCameraPosition.shouldBe = characterController.FpvLocalPosition;
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self.CurrentCameraPosition.shouldBe = self.FpvLocalPosition;
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}
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public override void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
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@@ -323,7 +323,7 @@ namespace BITFALL.Entities.Player.Movement.States
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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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characterController.LimitViewAngle = 0;
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self.LimitViewAngle = 0;
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_equipService.AllowEquip.RemoveDisableElements(this);
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}
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}
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@@ -338,7 +338,7 @@ namespace BITFALL.Entities.Player.Movement.States
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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.InvokeOpenParachute();
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self.InvokeOpenParachute();
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_equipService.AllowEquip.AddDisableElements(this);
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var velocity = actor.Velocity;
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@@ -349,20 +349,20 @@ namespace BITFALL.Entities.Player.Movement.States
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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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characterController.InvokeCloseParachute();
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self.InvokeCloseParachute();
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_equipService.AllowEquip.RemoveDisableElements(this);
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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 = Quaternion.Euler(0,characterController.LookInput.y,0);
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currentRotation = Quaternion.Euler(0,self.LookInput.y,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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var rotation = Quaternion.Euler(0,characterController.LookInput.y,0);
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var moveVelocity = rotation * characterController.MovementInput;
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var rotation = Quaternion.Euler(0,self.LookInput.y,0);
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var moveVelocity = rotation * self.MovementInput;
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currentVelocity.y =
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Mathf.MoveTowards(
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currentVelocity.y,
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@@ -377,10 +377,10 @@ namespace BITFALL.Entities.Player.Movement.States
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{
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if (actor.IsGrounded)
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{
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characterController.TransitionState<Walk>();
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self.TransitionState<Walk>();
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}
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characterController.ExpectParachute.Reset();
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characterController.CurrentCameraPosition.shouldBe = characterController.FpvLocalPosition;
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self.ExpectParachute.Reset();
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self.CurrentCameraPosition.shouldBe = self.FpvLocalPosition;
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}
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}
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[Serializable]
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@@ -388,12 +388,12 @@ namespace BITFALL.Entities.Player.Movement.States
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{
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public override void OnStateEntry(IState old)
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{
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characterController.ExpectRun.being = true;
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self.ExpectRun.being = true;
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}
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public override void OnStateExit(IState old, IState newState)
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{
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characterController.ExpectRun.being = false;
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self.ExpectRun.being = false;
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}
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public override void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
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@@ -407,7 +407,7 @@ namespace BITFALL.Entities.Player.Movement.States
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var baseRotation = Quaternion.identity;
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base.UpdateRotation(ref baseRotation, deltaTime);
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var targetRotation = Quaternion.LookRotation(baseRotation * characterController.MovementInput);
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var targetRotation = Quaternion.LookRotation(baseRotation * self.MovementInput);
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float maxAngleDelta = 30; // 你可以根据需要调整最大角度差值
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float maxDeltaMagnitude = Mathf.Sin(Mathf.Deg2Rad * maxAngleDelta / 2);
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@@ -431,52 +431,52 @@ namespace BITFALL.Entities.Player.Movement.States
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public override void OnStateUpdate(float deltaTime)
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{
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base.OnStateUpdate(deltaTime);
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AudioSensorService.MakeNoise(actor.Position,characterController.transform,3,new MovementNoise());
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AudioSensorService.MakeNoise(actor.Position,self.transform,3,new MovementNoise());
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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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switch (characterController.CurrentState)
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switch (self.CurrentState)
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{
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case Walk:
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case Run:
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case Sprint:
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case Crouch:
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switch (characterController.ExpectRun.shouldBe, characterController.ExpectCrouch.shouldBe)
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switch (self.ExpectRun.shouldBe, self.ExpectCrouch.shouldBe)
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{
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case (_, true):
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characterController.TransitionState<Crouch>();
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self.TransitionState<Crouch>();
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return;
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case (false, false):
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characterController.TransitionState<Walk>();
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self.TransitionState<Walk>();
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return;
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}
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if (_cameraService.IsCameraActivated)
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{
|
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if (characterController.MovementInput.z <= 0)
|
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if (self.MovementInput.z <= 0)
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{
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characterController.TransitionState<Walk>();
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self.TransitionState<Walk>();
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return;
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}
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}
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else
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{
|
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if (characterController.MovementInput == default)
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if (self.MovementInput == default)
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{
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characterController.TransitionState<Walk>();
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self.TransitionState<Walk>();
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return;
|
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}
|
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}
|
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if (characterController.pauseRun.Allow)
|
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if (self.pauseRun.Allow)
|
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{
|
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characterController.TransitionState<Walk>();
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self.TransitionState<Walk>();
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return;
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}
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if (characterController.ExpectSprint.shouldBe && characterController.MovementInput.z > 0)
|
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if (self.ExpectSprint.shouldBe && self.MovementInput.z > 0)
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{
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characterController.TransitionState<Sprint>();
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self.TransitionState<Sprint>();
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return;
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}
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break;
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@@ -488,7 +488,7 @@ namespace BITFALL.Entities.Player.Movement.States
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if (Enabled is false) return;
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if (command is PlayerCancelRunCommand)
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{
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characterController.TransitionState<Walk>();
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self.TransitionState<Walk>();
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}
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}
|
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}
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@@ -505,9 +505,9 @@ namespace BITFALL.Entities.Player.Movement.States
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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.being = true;
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characterController.ExpectCrouch.shouldBe = true;
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characterController.ExecuteCommand<PlayerCancelRunCommand>();
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self.ExpectCrouch.being = true;
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self.ExpectCrouch.shouldBe = true;
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self.ExecuteCommand<PlayerCancelRunCommand>();
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_addedVelocity = false;
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}
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@@ -532,21 +532,21 @@ namespace BITFALL.Entities.Player.Movement.States
|
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}
|
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public override void AfterUpdateMovement(float deltaTime)
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{
|
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if (characterController.ExpectRun.shouldBe)
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if (self.ExpectRun.shouldBe)
|
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{
|
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characterController.TransitionState<Run>();
|
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self.TransitionState<Run>();
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return;
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}
|
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if (characterController.ExpectCrouch.shouldBe is false || (alwaysSlide is false && actor.IsGrounded is false))
|
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if (self.ExpectCrouch.shouldBe is false || (alwaysSlide is false && actor.IsGrounded is false))
|
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{
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characterController.TransitionState<Walk>();
|
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self.TransitionState<Walk>();
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return;
|
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}
|
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if (actor.Velocity.sqrMagnitude <= stopSpeed)
|
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{
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characterController.TransitionState<Crouch>();
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self.TransitionState<Crouch>();
|
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}
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characterController.CurrentCameraPosition.shouldBe = characterController.FpvLocalPosition;
|
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self.CurrentCameraPosition.shouldBe = self.FpvLocalPosition;
|
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}
|
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}
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[Serializable]
|
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@@ -556,35 +556,35 @@ namespace BITFALL.Entities.Player.Movement.States
|
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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.being = true;
|
||||
self.ExpectCrouch.being = true;
|
||||
standInterval.Reset();
|
||||
}
|
||||
|
||||
public override void OnStateExit(IState old, IState newState)
|
||||
{
|
||||
characterController.ExpectCrouch.being = false;
|
||||
self.ExpectCrouch.being = false;
|
||||
}
|
||||
public override void AfterUpdateMovement(float deltaTime)
|
||||
{
|
||||
base.AfterUpdateMovement(deltaTime);
|
||||
|
||||
if(characterController.topBlocked)standInterval.Reset();
|
||||
if(self.topBlocked)standInterval.Reset();
|
||||
|
||||
if (characterController.ExpectRun.shouldBe)
|
||||
if (self.ExpectRun.shouldBe)
|
||||
{
|
||||
characterController.TransitionState<Run>();
|
||||
self.TransitionState<Run>();
|
||||
return;
|
||||
}
|
||||
|
||||
if (characterController.ExpectCrouch.shouldBe is false)
|
||||
if (self.ExpectCrouch.shouldBe is false)
|
||||
{
|
||||
if (characterController.topBlocked)
|
||||
if (self.topBlocked)
|
||||
{
|
||||
|
||||
}
|
||||
else if(standInterval.AllowUpdateWithoutReset)
|
||||
{
|
||||
characterController.TransitionState<Walk>();
|
||||
self.TransitionState<Walk>();
|
||||
}
|
||||
return;
|
||||
}
|
||||
@@ -597,11 +597,11 @@ namespace BITFALL.Entities.Player.Movement.States
|
||||
[SerializeField] private int staminaCost = 1;
|
||||
public override void OnStateEntry(IState old)
|
||||
{
|
||||
characterController.ExpectSprint.being = true;
|
||||
self.ExpectSprint.being = true;
|
||||
}
|
||||
public override void OnStateExit(IState old, IState newState)
|
||||
{
|
||||
characterController.ExpectSprint.being = false;
|
||||
self.ExpectSprint.being = false;
|
||||
}
|
||||
|
||||
public override void UpdateRotation(ref Quaternion currentRotation, float deltaTime)
|
||||
@@ -614,7 +614,7 @@ namespace BITFALL.Entities.Player.Movement.States
|
||||
|
||||
var baseRotation = Quaternion.identity;
|
||||
base.UpdateRotation(ref baseRotation, deltaTime);
|
||||
var targetRotation = Quaternion.LookRotation(baseRotation * characterController.MovementInput);
|
||||
var targetRotation = Quaternion.LookRotation(baseRotation * self.MovementInput);
|
||||
|
||||
float maxAngleDelta = 30; // 你可以根据需要调整最大角度差值
|
||||
float maxDeltaMagnitude = Mathf.Sin(Mathf.Deg2Rad * maxAngleDelta / 2);
|
||||
@@ -636,35 +636,35 @@ namespace BITFALL.Entities.Player.Movement.States
|
||||
}
|
||||
public override void OnStateUpdate(float deltaTime)
|
||||
{
|
||||
if (actor.IsGrounded && actor.Velocity.GetLength() > characterController.initialSpeed/2)
|
||||
characterController.Stamina -= staminaCost * deltaTime;
|
||||
AudioSensorService.MakeNoise(actor.Position,characterController.transform);
|
||||
if (actor.IsGrounded && actor.Velocity.GetLength() > self.initialSpeed/2)
|
||||
self.Stamina -= staminaCost * deltaTime;
|
||||
AudioSensorService.MakeNoise(actor.Position,self.transform);
|
||||
}
|
||||
public override void AfterUpdateMovement(float deltaTime)
|
||||
{
|
||||
base.AfterUpdateMovement(deltaTime);
|
||||
if (Enabled is false) return;
|
||||
if (characterController.pauseRun.Allow)
|
||||
if (self.pauseRun.Allow)
|
||||
{
|
||||
characterController.TransitionState<Walk>();
|
||||
self.TransitionState<Walk>();
|
||||
return;
|
||||
}
|
||||
switch (characterController.ExpectRun.shouldBe,characterController.ExpectCrouch.shouldBe)
|
||||
switch (self.ExpectRun.shouldBe,self.ExpectCrouch.shouldBe)
|
||||
{
|
||||
case (_,_) when characterController.Stamina is 0:
|
||||
characterController.ExpectSprint.Reset();
|
||||
characterController.TransitionState<Run>();
|
||||
case (_,_) when self.Stamina is 0:
|
||||
self.ExpectSprint.Reset();
|
||||
self.TransitionState<Run>();
|
||||
return;
|
||||
case (_,true) when characterController.IsGrounded && characterController.Stamina > 0:
|
||||
characterController.Stamina -= slideCost;
|
||||
characterController.TransitionState<Slide>();
|
||||
case (_,true) when self.IsGrounded && self.Stamina > 0:
|
||||
self.Stamina -= slideCost;
|
||||
self.TransitionState<Slide>();
|
||||
return;
|
||||
case (_,true):
|
||||
characterController.TransitionState<Crouch>();
|
||||
self.TransitionState<Crouch>();
|
||||
return;
|
||||
case (true,false) when characterController.MovementInput.z <=0:
|
||||
case (true,false) when self.MovementInput.z <=0:
|
||||
case (false,false):
|
||||
characterController.TransitionState<Walk>();
|
||||
self.TransitionState<Walk>();
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -672,7 +672,7 @@ namespace BITFALL.Entities.Player.Movement.States
|
||||
{
|
||||
if (Enabled is false) return;
|
||||
if(command is PlayerCancelRunCommand)
|
||||
characterController.TransitionState<Walk>();
|
||||
self.TransitionState<Walk>();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -708,16 +708,16 @@ namespace BITFALL.Entities.Player.Movement.States
|
||||
public override void AfterUpdateMovement(float deltaTime)
|
||||
{
|
||||
base.AfterUpdateMovement(deltaTime);
|
||||
characterController.CurrentCameraPosition.shouldBe = characterController.FpvLocalPosition;
|
||||
self.CurrentCameraPosition.shouldBe = self.FpvLocalPosition;
|
||||
}
|
||||
private void OnRevive()
|
||||
{
|
||||
if(Enabled)characterController.TransitionState<Walk>();
|
||||
if(Enabled)self.TransitionState<Walk>();
|
||||
}
|
||||
|
||||
private void OnKnockdown()
|
||||
{
|
||||
characterController.TransitionState<Knockdown>();
|
||||
self.TransitionState<Knockdown>();
|
||||
}
|
||||
}
|
||||
[Serializable]
|
||||
@@ -745,7 +745,7 @@ namespace BITFALL.Entities.Player.Movement.States
|
||||
|
||||
_clipAction = _ClipAction;
|
||||
|
||||
characterController.destroyCancellationToken.Register(() =>
|
||||
self.destroyCancellationToken.Register(() =>
|
||||
{
|
||||
Data.RemoveListender<bool>(clipEnv.Value, OnClip);
|
||||
});
|
||||
@@ -763,11 +763,11 @@ namespace BITFALL.Entities.Player.Movement.States
|
||||
if(_health.IsAlive is false) return;
|
||||
if (obj && Enabled is false)
|
||||
{
|
||||
characterController.TransitionState<Clip>();
|
||||
self.TransitionState<Clip>();
|
||||
//BIT4Log.Log<Clip>("NoClip Enabled");
|
||||
}else if (Enabled && obj is false)
|
||||
{
|
||||
characterController.TransitionState<Walk>();
|
||||
self.TransitionState<Walk>();
|
||||
//BIT4Log.Log<Clip>("NoClip Disabled");
|
||||
}
|
||||
}
|
||||
@@ -776,7 +776,7 @@ namespace BITFALL.Entities.Player.Movement.States
|
||||
{
|
||||
if (Enabled && obj is false)
|
||||
{
|
||||
characterController.TransitionState<Walk>();
|
||||
self.TransitionState<Walk>();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -798,12 +798,12 @@ namespace BITFALL.Entities.Player.Movement.States
|
||||
public override void AfterUpdateMovement(float deltaTime)
|
||||
{
|
||||
base.AfterUpdateMovement(deltaTime);
|
||||
actor.Position += characterController.ViewRotation * characterController.MovementInput * (
|
||||
deltaTime * (_inputActionGroup.GetAction(characterController.RunAction).IsPressed()
|
||||
actor.Position += self.ViewRotation * self.MovementInput * (
|
||||
deltaTime * (_inputActionGroup.GetAction(self.RunAction).IsPressed()
|
||||
? 8
|
||||
: characterController.initialSpeed
|
||||
: self.initialSpeed
|
||||
));
|
||||
actor.Rotation = Quaternion.Euler(0,characterController.LookInput.y,0);
|
||||
actor.Rotation = Quaternion.Euler(0,self.LookInput.y,0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user