This commit is contained in:
CortexCore 2023-10-24 23:37:59 +08:00
parent 325f63d6bc
commit 3e39e627bc
388 changed files with 29043 additions and 889 deletions

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File diff suppressed because it is too large Load Diff

View File

@ -18,6 +18,7 @@ namespace BITFALL
public record InstanceBullet : SpawnBullet
{
public Vector3 currentPos;
public float InitialForce;
public float currentSpeed = 64;
public BITBullet model;
}
@ -45,7 +46,7 @@ namespace BITFALL
public UnityPool<BITBullet> pool = new();
[Header(Constant.Header.InternalVariables)]
public List<InstanceBullet> instances = new();
private readonly List<InstanceBullet> instances = new();
private readonly RaycastHit[] _raycastHits = new RaycastHit[16];
private void Start()
{
@ -57,7 +58,6 @@ namespace BITFALL
}
private void FixedUpdate()
{
instances ??= new List<InstanceBullet>();
foreach (var bullet in instances.ToArray())
{
var size = Physics.RaycastNonAlloc(bullet.currentPos, bullet.forward, _raycastHits, bullet.currentSpeed * Time.fixedDeltaTime, layerMask);
@ -95,7 +95,8 @@ namespace BITFALL
rot = x.rot,
forward = x.forward,
initialDamage = x.initialDamage,
model = instance
model = instance,
InitialForce = x.InitialForce,
};
var instanceTransform = instance.transform;
instanceTransform.SetPositionAndRotation(x.pos, x.rot);
@ -118,17 +119,23 @@ namespace BITFALL
if (layerMask.Includes(raycastHit.collider.gameObject.layer) is false) return false;
var msg = new DamageMessage()
{
target = damagable.Entity,
hit = damagable,
damage = bullet.initialDamage,
Target = damagable.Entity,
Hit = damagable,
Damage = bullet.initialDamage,
};
damageService.Execute(msg);
}
if (raycastHit.rigidbody is not null)
var _rigidbody = (raycastHit.rigidbody,damagable?.Rigidbody) switch
{
if(raycastHit.rigidbody.gameObject.layer is not 0)
raycastHit.rigidbody.AddForceAtPositionAsync(force, raycastHit.point, ForceMode.Impulse).Forget();
(null, null) => null,
(null, not null) => damagable?.Rigidbody,
(not null, null) => raycastHit.rigidbody,
(not null, not null) => raycastHit.rigidbody,
};
if (_rigidbody is not null && _rigidbody.gameObject.layer is not 0)
{
_rigidbody.AddForceAtPositionAsync(force, raycastHit.point, ForceMode.Impulse).Forget();
}

View File

@ -27,8 +27,8 @@ namespace BITFALL.Editor
{
playerService.LocalPlayer.Invoke(new DamageMessage()
{
target = playerService.LocalPlayer,
damage = 101,
Target = playerService.LocalPlayer,
Damage = 101,
});
}
if (Keyboard.current.numpadPlusKey.wasPressedThisFrame)

View File

@ -40,13 +40,13 @@ namespace BITFALL.Entities.Armor
public override void OnAwake()
{
base.OnAwake();
_health.OnDamage += OnDamage;
_inventory.OnUsed += OnUsed;
_health.OnDamageFactory += OnDamageFactory;
_inventory.OnUsedItem += OnUsedItem;
_equipmentContainer.OnEquip += OnEquip;
_equipmentContainer.OnDeEquip += OnDeEquip;
_playerEquipSelector.OnTryEquip += OnTryEquip;
_playerEquipSelector.TryEquipFactory += OnTryEquip;
}
private bool OnTryEquip(IBasicItem arg)
@ -81,7 +81,7 @@ namespace BITFALL.Entities.Armor
OnEquipArmor?.Invoke(arg2);
}
private void OnUsed(IBasicItem obj)
private void OnUsedItem(IBasicItem obj)
{
if (_currentArmor?.GetAssetable() is not AssetableArmor assetableArmor) return;
if (obj.GetAssetable().TryGetProperty<AddArmor>(out var addArmor))
@ -89,7 +89,7 @@ namespace BITFALL.Entities.Armor
Armor = Mathf.Clamp(Armor + addArmor.Armor, 0, assetableArmor.MaxArmor);
}
}
private int OnDamage(DamageMessage arg1, int damage)
private int OnDamageFactory(DamageMessage arg1, int damage)
{
if (_currentArmor is null) return damage;
if (Armor is 0) return damage;

View File

@ -13,8 +13,7 @@
"GUID:9e24947de15b9834991c9d8411ea37cf",
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"GUID:f6155d9ae143f3949ac54e8355593d6c",
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"GUID:ef0bb553b58b90b488bdbe8672e3be0b"
"GUID:48ef04d98836e2640bf90b524bdff904"
],
"includePlatforms": [],
"excludePlatforms": [],

View File

@ -7,7 +7,8 @@
"GUID:7efac18f239530141802fb139776f333",
"GUID:d525ad6bd40672747bde77962f1c401e",
"GUID:49b49c76ee64f6b41bf28ef951cb0e50",
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View File

@ -1,16 +1,21 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using BITKit;
using BITKit.Animations;
using BITKit.Entities;
using BITKit.Physics;
namespace BITFALL.Entites
{
public class EntityProxyCharacter : EntityComponent
{
public UnityAnimator animator;
[SerializeField] private UnityAnimator animator;
[SerializeReference, SubclassSelector] public References _getDamage;
[SerializeField] private Optional<Collider> aliveCollider = new();
[SerializeField] private bool allowAnimatorParameter;
[SerializeField] private Optional<PhysicsBasedAnimation> physicsBasedAnimation = new();
[Inject]
private IHealth _health;
public override void OnStart()
@ -20,10 +25,27 @@ namespace BITFALL.Entites
_health.OnSetHealthPoint += OnSetHP;
}
private void FixedUpdate()
{
if (physicsBasedAnimation.Allow)
{
physicsBasedAnimation.Value.Blend =
Mathf.MoveTowards(
physicsBasedAnimation.Value.Blend,
_health.IsAlive ? 1 : 0,
Time.fixedTime
);
}
}
public void OnSetAlive(bool alive)
{
if (aliveCollider.Allow)
aliveCollider.Value.enabled = alive;
if (allowAnimatorParameter && animator is not null)
{
animator.animator.SetBool(nameof(IHealth.IsAlive), alive);
}
}
public void OnSetHP(int hp)

View File

@ -15,7 +15,7 @@ namespace BITFALL
/// </summary>
public interface IPlayerEquipSelector
{
event Func<IBasicItem,bool> OnTryEquip;
event Func<IBasicItem,bool> TryEquipFactory;
event Action<IDictionary<int, IBasicItem>> OnUpdateEquip;
bool TryDeEquip(IBasicItem item);
bool Cancel();

View File

@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using BITKit;
@ -7,6 +8,12 @@ namespace BITFALL.Entities.Inventory
{
public interface IEntityInventory : IBasicItemContainer
{
bool UseItem(IBasicItem item);
/// <summary>
/// 已使用Item的回调
/// </summary>
event Action<IBasicItem> OnUsedItem;
bool TryUseItem(IBasicItem item);
event Func<IBasicItem,bool> TryUseItemFactory;
void UseItem(IBasicItem item);
}
}

View File

@ -17,7 +17,8 @@
"GUID:ef0bb553b58b90b488bdbe8672e3be0b",
"GUID:f6155d9ae143f3949ac54e8355593d6c",
"GUID:d9ed46adfa0436d42b5f66480c967c74",
"GUID:f51ebe6a0ceec4240a699833d6309b23"
"GUID:f51ebe6a0ceec4240a699833d6309b23",
"GUID:48ef04d98836e2640bf90b524bdff904"
],
"includePlatforms": [],
"excludePlatforms": [],

View File

@ -11,6 +11,7 @@ using System.Linq;
using System.Threading.Tasks;
using BITFALL.Entities;
using BITFALL.Entities.Improvised;
using BITFALL.Entities.Inventory;
using BITFALL.Player.Inventory;
using BITKit.Entities.Player;
using Cysharp.Threading.Tasks;
@ -27,13 +28,11 @@ namespace BITFALL.Entities.Equipment
[Header(Constant.Header.InternalVariables)]
private readonly Dictionary<int, IBasicItem> equips=new();
public event Func<IBasicItem, bool> OnTryEquip;
public event Func<IBasicItem, bool> TryEquipFactory;
public event Action<IDictionary<int, IBasicItem>> OnUpdateEquip;
[Inject(true)]
private IPlayerInventory _playerInventory;
[Inject]
private IBasicItemContainer _inventory;
private IEntityInventory _inventory;
[Inject(true)]
private IKnockdown _knockdown;
[Inject]
@ -44,6 +43,8 @@ namespace BITFALL.Entities.Equipment
private IEntityEquipment _equipment;
[Inject(true)]
private ImprovisedServiceInterface _improvisedService;
[Inject]
private IEntityEquipmentContainer _equipmentContainer;
private readonly DoubleBuffer<IBasicItem> _cachedItem=new();
@ -68,22 +69,17 @@ namespace BITFALL.Entities.Equipment
_improvisedService.OnTryUnEquipImprovisedItem += OnTryUnEquipImprovisedItem;
}
}
public override void OnStart()
{
base.OnStart();
if (_playerInventory is not null)
{
_playerInventory.OnUseItem += TryExecute;
_playerInventory.OnUseItemCustom += TryUseItemCustom;
_inventory.OnUsed += OnUsed;
_inventory.OnAdd += OnAdd;
_inventory.OnRemove += OnRemove;
}
_inventory.TryUseItemFactory += TryEquip;
_inventory.OnUsedItem += OnEquip;
_inventory.OnAdd += OnAdd;
_inventory.OnRemove += OnRemove;
}
private bool OnTryUnEquipImprovisedItem(IBasicItem arg)
{
@ -135,7 +131,7 @@ namespace BITFALL.Entities.Equipment
public void OnQuaternary(InputAction.CallbackContext context)
{
if (context is not {interaction:PressInteraction ,performed:true}) return;
Equip(4);
Equip<EquipmentAsArmorPlate>();
}
public void OnHolster(InputAction.CallbackContext context)
{
@ -153,7 +149,7 @@ namespace BITFALL.Entities.Equipment
UpdateEquip();
Equip(-1);
}
private bool TryExecute(IBasicItem value)
private bool TryEquip(IBasicItem value)
{
if (_knockdown is not null && _knockdown.IsKnockdown) return false;
var asset = value.GetAssetable();
@ -167,31 +163,21 @@ namespace BITFALL.Entities.Equipment
UpdateEquip();
_improvisedService?.TryUnEquipImprovised(out _);
currentEquip = value;
_inventory.UseItem(value);
return true;
}
break;
}
return false;
}
private bool TryUseItemCustom(IBasicItem value)
{
if (_knockdown is not null && _knockdown.IsKnockdown) return false;
var asset = value.GetAssetable();
if (_equipment.IsSupportItem(value) is false) return false;
switch (asset)
{
case var _ when asset.TryGetProperty<EquipmentUseItem>(out _):
if (OnTryEquip?.CastAsFunc().Any(x => x.Invoke(value)) is false) return false;
_equipment.EntryEquip(value);
_improvisedService?.TryUnEquipImprovised(out _);
if (currentEquip is not null)
{
_cachedItem.Release(currentEquip);
}
currentEquip = value;
return true;
if (TryEquipFactory?.CastAsFunc().Any(x => x.Invoke(value)) is false) return false;
_equipment.EntryEquip(value);
_improvisedService?.TryUnEquipImprovised(out _);
if (currentEquip is not null)
{
_cachedItem.Release(currentEquip);
}
currentEquip = value;
return true;
}
return false;
}
public async void OnAdd(IBasicItem item)
@ -216,9 +202,9 @@ namespace BITFALL.Entities.Equipment
{
await UniTask.NextFrame();
}
if (_equipment.IsSupportItem(item))
if (_equipment.IsSupportItem(item) && item.GetAssetable().TryGetProperty<EquipmentAsWeapon>(out _))
{
_playerInventory.TryUseItem(item);
_inventory.TryUseItem(item);
}
}
catch(OperationCanceledException){}
@ -227,17 +213,25 @@ namespace BITFALL.Entities.Equipment
public void Throw(InputAction.CallbackContext context)
{
if (context is not { interaction: HoldInteraction, performed: true }) return;
if(currentEquip is null) return;
if(equips.TryGetAny(x=>x.Value.AddressablePath == currentEquip.AddressablePath,out var pair))
switch (context)
{
if (_inventory.DropOrSpawn(currentEquip))
{
equips.Remove(pair.Key);
_equipment.EntryEquip((IBasicItem)null);
currentEquip = null;
UpdateEquip();
}
case { interaction: HoldInteraction, performed: true }:
if (currentEquip is null) return;
if (equips.TryGetAny(x => x.Value.AddressablePath == currentEquip.AddressablePath, out var pair))
{
if (_inventory.DropOrSpawn(currentEquip))
{
equips.Remove(pair.Key);
_equipment.EntryEquip((IBasicItem)null);
currentEquip = null;
UpdateEquip();
}
}
break;
case { interaction: TapInteraction, performed: true }:
Equip<EquipmentAsThrow>();
break;
}
}
public void OnRemove(IBasicItem item)
@ -249,7 +243,7 @@ namespace BITFALL.Entities.Equipment
_blockList.Add(item.Id);
}
private void OnUsed(IBasicItem obj)
private void OnEquip(IBasicItem obj)
{
_blockList.Remove(obj.Id);
}
@ -297,5 +291,13 @@ namespace BITFALL.Entities.Equipment
_equipment.EntryEquip(x);
return true;
}
private bool Equip<T>() where T : IEquipmentSlot
{
if (!_equipmentContainer.Equipment.TryGetAny(x => x.Key is T, out var item)) return false;
//if (!_inventory.TryUseItem(item.Value)) return false;
Equip(item.Value);
return true;
}
}
}

View File

@ -15,7 +15,8 @@
"GUID:d8b63aba1907145bea998dd612889d6b",
"GUID:30cdc242b1ac6a944a460f4ab0b77b88",
"GUID:7efac18f239530141802fb139776f333",
"GUID:ef0bb553b58b90b488bdbe8672e3be0b"
"GUID:ef0bb553b58b90b488bdbe8672e3be0b",
"GUID:48ef04d98836e2640bf90b524bdff904"
],
"includePlatforms": [],
"excludePlatforms": [],

View File

@ -19,11 +19,12 @@ namespace BITKit.Entities
public abstract class BITEquipBase<T> : StateBasedMonoBehaviour<T>, IEquipBase where T : IState
{
[Header(Constant.Header.Settings)]
[SerializeField] protected AssetableEquip item;
[SerializeField] protected AssetableItem item;
[Header(Constant.Header.Components)]
public UnityAnimator animator;
[SerializeField] private Renderer[] renderers;
[SerializeField] protected Transform cameraTransform;
[Header(Constant.Header.Services)]
[SerializeReference,SubclassSelector] protected IMeleeService meleeService;
@ -39,12 +40,12 @@ namespace BITKit.Entities
public virtual string AddressablePath => item.AddressablePath;
protected virtual Vector3 meleeForce => Transform.forward;
public bool IsEntered { get; set; }
private Quaternion _initialCameraRotation;
public virtual void Entry()
{
AllowRendering.AddElement(this);
animator.animator.enabled = true;
animator.animator.Update(0);
inputActionGroup.allowInput.AddElement(this);
}
public virtual UniTask EntryAsync()
{
@ -58,18 +59,26 @@ namespace BITKit.Entities
public virtual UniTask ExitAsync()
{
AllowRendering.RemoveElement(this);
if (cameraTransform is not null)
{
cameraTransform.localPosition = default;
cameraTransform.localRotation = _initialCameraRotation;
}
return UniTask.CompletedTask;
}
public virtual void OnAwake()
{
AllowRendering.AddListener(x=>renderers.ForEach(y=>
AllowRendering.AddListener(x => renderers.ForEach(y =>
{
y.enabled = x;
animator.animator.enabled = x;
animator.enabled = x;
}));
AllowRendering.Invoke();
if (cameraTransform is not null)
_initialCameraRotation = cameraTransform.localRotation;
Initialize();
inputActionGroup.allowInput.Invoke();
}
public virtual void OnDestroy()
@ -86,6 +95,7 @@ namespace BITKit.Entities
public virtual void AnimationEvent(string eventName)
{
if (IsEntered is false) return;
if (item is not AssetableEquip equip) return;
switch (eventName)
{
case "Melee":
@ -94,9 +104,9 @@ namespace BITKit.Entities
{
PlayerId = Entity.Id,
Position = Transform.position,
Force = meleeForce * item.MeleeForce,
Range = item.MeleeRange,
Damage = item.MeleeDamage
Force = meleeForce * equip.MeleeForce,
Range = equip.MeleeRange,
Damage = equip.MeleeDamage
});
break;
case "HeavyAttack":
@ -104,9 +114,9 @@ namespace BITKit.Entities
{
PlayerId = Entity.Id,
Position = Transform.position,
Force = meleeForce * item.HeavyMeleeForce,
Range = item.HeavyMeleeRange,
Damage = item.HeavyMeleeDamage,
Force = meleeForce * equip.HeavyMeleeForce,
Range = equip.HeavyMeleeRange,
Damage = equip.HeavyMeleeDamage,
});
break;
}

View File

@ -3,14 +3,17 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using BITFALL.Entities.Equipment;
using BITFALL.Entities.Inventory;
using BITFALL.Player.Inventory;
using UnityEngine;
using BITKit;
using BITKit.Entities;
using Unity.IO.LowLevel.Unsafe;
using UnityEditor.Graphs;
namespace BITFALL
{
/// <summary>
/// 玩家装备容器
/// 支持,护甲,头盔和背包等
@ -18,9 +21,11 @@ namespace BITFALL
[CustomType(typeof(IEntityEquipmentContainer))]
public class EntityEquipmentContainer : EntityComponent, IEntityEquipmentContainer
{
private readonly Dictionary<IEquipmentSlot, IBasicItem> dictionary = new();
[Inject]
private IBasicItemContainer inventory;
public IDictionary<IEquipmentSlot, IBasicItem> Equipment { get; } =
new Dictionary<IEquipmentSlot, IBasicItem>();
[Inject] private IEntityInventory _inventory;
public override void OnAwake()
{
var health = entity.Get<IHealth>();
@ -30,20 +35,19 @@ namespace BITFALL
private void OnSetAlive(bool obj)
{
if (obj) return;
foreach (var x in dictionary.ToArray())
foreach (var x in Equipment.ToArray())
{
OnDeEquip?.Invoke(x.Key, x.Value);
inventory.Add(x.Value);
_inventory.Add(x.Value);
}
dictionary.Clear();
Equipment.Clear();
}
public override void OnStart()
{
base.OnStart();
inventory = entity.Get<IBasicItemContainer>();
var playerInventory = entity.Get<IPlayerInventory>();
playerInventory.OnUseItem += TryExecute;
_inventory.TryUseItemFactory += TryExecute;
}
public Action<IEquipmentSlot, IBasicItem> OnEquip { get; set; }
@ -51,49 +55,66 @@ namespace BITFALL
public bool TryDeEquip<T>(T slot) where T : IEquipmentSlot
{
if (!dictionary.TryGetValue(slot, out var equipable)) return false;
if (inventory.Add(equipable))
if (!Equipment.TryGetAny(x => x.Key.GetType().IsInstanceOfType(slot), out var pair)) return false;
if (_inventory.Add(pair.Value))
{
DeEquip(slot, equipable);
DeEquip(slot, pair.Value);
}
return false;
}
public bool TryUseEquip<T>(T slot) where T : IEquipmentSlot
{
return TryUseEquip(System.Activator.CreateInstance(typeof(T)) as IEquipmentSlot);
}
public bool TryUseEquip(IEquipmentSlot slot)
{
if (!Equipment.TryGetAny(x => x.Key.GetType().IsInstanceOfType(slot), out var pair)) return false;
if (!Equipment.TryRemove(pair.Key)) return false;
OnDeEquip?.Invoke(pair.Key, pair.Value);
_inventory.UseItem(pair.Value);
if (_inventory.TryGetItem(x => x.AddressablePath == pair.Value.AddressablePath, out var item))
{
Equip(pair.Key, item);
_inventory.Remove(item);
}
return true;
}
private bool Equip(IEquipmentSlot slot, IBasicItem item)
{
dictionary.Add(slot, item);
if (Equipment.TryAdd(slot, item) is false) return false;
OnEquip?.Invoke(slot, item);
return true;
}
private bool DeEquip(IEquipmentSlot slot, IBasicItem item)
{
dictionary.Remove(slot);
if (Equipment.TryRemove(slot) is false) return false;
OnDeEquip?.Invoke(slot, item);
return true;
}
public int Priority => 0;
public bool TryExecute(IBasicItem value)
{
var asset = value.GetAssetable();
//尝试获取可装备信息
if (!asset.TryGetProperty<EquipmentAsSlot>(out var equipable)) return false;
if (!asset.TryGetProperty<EquipmentAsSlot>(out var equipmentAsSlot)) return false;
//已装备物品
if (dictionary.TryGetValue(equipable.slot, out var equipedItem))
if (Equipment.TryGetValue(equipmentAsSlot.slot, out _))
{
//尝试将装配放回背包
if (inventory.Add(equipedItem))
{
//移除已装备物品
DeEquip(equipable.slot, value);
}
return false;
}
//从库存中移除物品
if (inventory.Remove(value))
{
//装配物品
Equip(equipable.slot, value);
}
return false;
//装配物品
Equip(equipmentAsSlot.slot, value);
_inventory.Remove(value);
return true;
}
}
}

View File

@ -16,7 +16,7 @@ namespace BITFALL
{
[CustomType(typeof(IEntityInventory))]
[CustomType(typeof(IBasicItemContainer))]
public abstract class EntityInventory : EntityComponent, IEntityInventory
public abstract class EntityInventory : EntityComponent, IEntityInventory,IBasicItemContainer
{
/// <summary>
/// 数据字典
@ -41,20 +41,30 @@ namespace BITFALL
public event Func<IBasicItem, bool> DropFactory;
// 回调
public event Action<IBasicItem> OnAdd;
public event Action<IBasicItem> OnUsed;
public event Action<IBasicItem> OnUsedItem;
public event Action<IBasicItem> OnRemove;
public event Func<IBasicItem, bool> TryUseItemFactory;
public event Action<IBasicItem> OnSet;
public event Action<IBasicItem> OnDrop;
public event Action<IBasicItemContainer> OnRebuild;
public bool UseItem(IBasicItem item)
public bool Clear(int id)
{
throw new NotImplementedException();
}
public bool TryUseItem(IBasicItem item)
{
if (dictionary.ContainsKey(item.Id) is false)
{
return false;
}
dictionary.Remove(item.Id);
OnUsed?.Invoke(item);
return true;
return TryUseItemFactory is not null && TryUseItemFactory.CastAsFunc().Any(x => x.Invoke(item));
}
public void UseItem(IBasicItem item)
{
OnUsedItem?.Invoke(item);
dictionary.TryRemove(item.Id);
}
[Inject]

View File

@ -1,5 +1,6 @@
using System;
using BITFALL.Entities.Equipment;
using BITFALL.Entities.Inventory;
using UnityEngine;
using BITKit;
using BITKit.Entities;
@ -17,20 +18,30 @@ namespace BITFALL
public double currentWeight;
[Header(Constant.Header.Settings)]
public double maxWeight =8;
[Header(Constant.Header.InternalVariables)]
private IBasicItemContainer container;
[Inject]
private IBasicItemContainer _container;
[Inject(true)]
private IEntityInventory _inventory;
[Inject(true)]
private IEntityEquipmentContainer playerEquipContainer;
public override void OnStart()
{
base.OnStart();
container = entity.Get<IBasicItemContainer>();
container.AddFactory += AddFactory;
container.OnAdd += OnAdd;
container.OnUsed += OnRemove;
container.OnRemove += OnRemove;
_container.AddFactory += AddFactory;
_container.OnAdd += OnAdd;
_container.OnRemove += OnRemove;
var playerEquipContainer = entity.Get<IEntityEquipmentContainer>();
playerEquipContainer.OnEquip += OnEquip;
playerEquipContainer.OnDeEquip += DeEquip;
if (_inventory is not null)
{
_inventory.OnUsedItem += OnRemove;
}
if (playerEquipContainer is not null)
{
playerEquipContainer.OnEquip += OnEquip;
playerEquipContainer.OnDeEquip += DeEquip;
}
}
private bool AddFactory(IBasicItem item)

View File

@ -1,98 +1,99 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using BITFALL.Player.Inventory;
using UnityEngine;
using BITKit;
using BITKit.Entities;
namespace BITFALL
{
/// <summary>
/// 玩家装备容器
/// 支持,护甲,头盔和背包等
/// </summary>
[CustomType(typeof(IPlayerEquipContainer))]
public class PlayerEquipContainer : EntityComponent, IPlayerEquipContainer
{
private readonly Dictionary<IEquipmentSlot, IBasicItem> dictionary = new();
[Inject]
private IBasicItemContainer inventory;
public override void OnAwake()
{
var health = entity.Get<IHealth>();
health.OnSetAlive += OnSetAlive;
}
private void OnSetAlive(bool obj)
{
if (obj) return;
foreach (var x in dictionary.ToArray())
{
OnDeEquip?.Invoke(x.Key, x.Value);
inventory.Add(x.Value);
}
dictionary.Clear();
}
public override void OnStart()
{
base.OnStart();
inventory = entity.Get<IBasicItemContainer>();
var playerInventory = entity.Get<IPlayerInventory>();
playerInventory.OnUseItem += TryExecute;
}
public Action<IEquipmentSlot, IBasicItem> OnEquip { get; set; }
public Action<IEquipmentSlot, IBasicItem> OnDeEquip { get; set; }
public bool TryDeEquip<T>(T slot) where T : IEquipmentSlot
{
if (!dictionary.TryGetValue(slot, out var equipable)) return false;
if (inventory.Add(equipable))
{
DeEquip(slot, equipable);
}
return false;
}
private bool Equip(IEquipmentSlot slot, IBasicItem item)
{
dictionary.Add(slot, item);
OnEquip?.Invoke(slot, item);
return true;
}
private bool DeEquip(IEquipmentSlot slot, IBasicItem item)
{
dictionary.Remove(slot);
OnDeEquip?.Invoke(slot, item);
return true;
}
public int Priority => 0;
public bool TryExecute(IBasicItem value)
{
var asset = value.GetAssetable();
//尝试获取可装备信息
if (!asset.TryGetProperty<EquipmentAsSlot>(out var equipable)) return false;
//已装备物品
if (dictionary.TryGetValue(equipable.slot, out var equipedItem))
{
//尝试将装配放回背包
if (inventory.Add(equipedItem))
{
//移除已装备物品
DeEquip(equipable.slot, value);
}
}
//从库存中移除物品
if (inventory.Remove(value))
{
//装配物品
Equip(equipable.slot, value);
}
return false;
}
}
}
// using System;
// using System.Collections;
// using System.Collections.Generic;
// using System.Linq;
// using BITFALL.Entities.Equipment;
// using BITFALL.Player.Inventory;
// using UnityEngine;
// using BITKit;
// using BITKit.Entities;
//
// namespace BITFALL
// {
//
// /// <summary>
// /// 玩家装备容器
// /// 支持,护甲,头盔和背包等
// /// </summary>
// [CustomType(typeof(IEntityEquipmentContainer))]
// public class PlayerEquipContainer : EntityComponent, IEntityEquipmentContainer
// {
// private Dictionary<IEquipmentSlot, IBasicItem> Equipment = new();
// [Inject]
// private IBasicItemContainer inventory;
// public override void OnAwake()
// {
// var health = entity.Get<IHealth>();
// health.OnSetAlive += OnSetAlive;
// }
//
// private void OnSetAlive(bool obj)
// {
// if (obj) return;
// foreach (var x in Equipment.ToArray())
// {
// OnDeEquip?.Invoke(x.Key, x.Value);
// inventory.Add(x.Value);
// }
// Equipment.Clear();
// }
//
// public override void OnStart()
// {
// base.OnStart();
// inventory = entity.Get<IBasicItemContainer>();
// var playerInventory = entity.Get<IPlayerInventory>();
// playerInventory.OnUseItem += TryExecute;
// }
//
// public Action<IEquipmentSlot, IBasicItem> OnEquip { get; set; }
// public Action<IEquipmentSlot, IBasicItem> OnDeEquip { get; set; }
//
// public bool TryDeEquip<T>(T slot) where T : IEquipmentSlot
// {
// if (!Equipment.TryGetValue(slot, out var equipable)) return false;
// if (inventory.Add(equipable))
// {
// DeEquip(slot, equipable);
// }
// return false;
// }
// private bool Equip(IEquipmentSlot slot, IBasicItem item)
// {
// Equipment.Add(slot, item);
// OnEquip?.Invoke(slot, item);
// return true;
// }
// private bool DeEquip(IEquipmentSlot slot, IBasicItem item)
// {
// Equipment.Remove(slot);
// OnDeEquip?.Invoke(slot, item);
// return true;
// }
// public int Priority => 0;
//
// public bool TryExecute(IBasicItem value)
// {
// var asset = value.GetAssetable();
// //尝试获取可装备信息
// if (!asset.TryGetProperty<EquipmentAsSlot>(out var equipable)) return false;
// //已装备物品
// if (Equipment.TryGetValue(equipable.slot, out var equipedItem))
// {
// //尝试将装配放回背包
// if (inventory.Add(equipedItem))
// {
// //移除已装备物品
// DeEquip(equipable.slot, value);
// }
// }
// //从库存中移除物品
// if (inventory.Remove(value))
// {
// //装配物品
// Equip(equipable.slot, value);
// }
// return false;
// }
// }
// }

View File

@ -39,43 +39,24 @@ namespace BITFALL
}
private void OnActive(ISelectable obj)
{
if (obj.Transform.TryGetComponentAny<WorldableItem>(out var item))
if (!obj.Transform.TryGetComponentAny<WorldItem>(out var item)) return;
var _item = item.Pick();
if(item.GetAssetable().TryGetProperty<Improvisable>(out _))
{
var _item = item.Pick();
if(item.GetAssetable().TryGetProperty<Improvisable>(out _))
if (_knockdown is not null && _knockdown.IsKnockdown)
{
if (_knockdown is not null && _knockdown.IsKnockdown)
{
return;
}
if (_improvisedService.TryEquipImprovisedItem(_item))
{
item.Picked();
}
return;
}
else if (Add(_item))
if (_improvisedService.TryEquipImprovisedItem(_item))
{
item.Picked();
}
}
// else if(obj.Transform.TryGetComponentAny<IBasicItemContainer>(out _))
// {
//
// }
else if (Add(_item))
{
item.Picked();
}
}
public bool TryUseItem(IBasicItem item)
{
if (OnUseItem is null) return false;
return OnUseItem.CastAsFunc().Any(func => func.Invoke(item)) && UseItem(item);
}
public event Func<IBasicItem, bool> OnUseItem;
public bool TryUseItemCustom(IBasicItem item)
{
return OnUseItemCustom is not null && OnUseItemCustom.CastAsFunc().Any(func => func.Invoke(item));
}
public event Func<IBasicItem, bool> OnUseItemCustom;
}
#if UNITY_EDITOR
[UnityEditor.CustomEditor(typeof(PlayerInventory))]

View File

@ -0,0 +1,84 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using BITFALL.Entities.Inventory;
using BITFALL.Items;
using BITKit;
using BITKit.Entities;
using BITKit.Selection;
using UnityEngine;
namespace BITFALL.Player.Inventory
{
[CustomType(typeof(IEntitySwapItem))]
public class PlayerInventorySwap : EntityComponent,IEntitySwapItem
{
public bool TryGetCurrentContainer(out IBasicItemContainer container)
{
container = _currentContainer;
return container is not null;
}
public event Func<IBasicItemContainer, bool> OpenSwapFactory;
public event Action<IBasicItemContainer> OnSwapOpened;
public event Action<IBasicItemContainer> OnSwapClosed;
[Inject] private ISelector _selector;
[Inject] private IHealth _health;
[Inject] private IEntityInventory _inventory;
private IBasicItemContainer _currentContainer;
public override void OnStart()
{
base.OnStart();
_selector.OnActive += OnActive;
_health.OnSetAlive += OnSetAlive;
}
private void OnSetAlive(bool obj)
{
if (obj is false)
{
Close();
}
}
private void OnActive(ISelectable obj)
{
if (_currentContainer is not null) return;
if (obj.Transform.TryGetComponent<IBasicItemContainer>(out var container) is false) return;
Open(container);
}
public bool Add(IBasicItem item)
{
if (_currentContainer is null) return false;
return _inventory.Add(item) && _currentContainer.Remove(item);
}
public bool Remove(IBasicItem item)
{
if (_currentContainer is null) return false;
return _currentContainer.Add(item) && _inventory.Remove(item);
}
public bool Open(IBasicItemContainer container)
{
if (_currentContainer is not null) return false;
if (OpenSwapFactory.CastAsFunc().Any(x=>x.Invoke(container) is false)) return false;
_currentContainer = container;
OnSwapOpened?.Invoke(_currentContainer);
return true;
}
public bool Close()
{
if (_currentContainer is null) return false;
OnSwapClosed?.Invoke(_currentContainer);
_currentContainer = null;
return true;
}
}
}

View File

@ -1,8 +1,8 @@
using System;
using System.Collections;
using System.Collections.Generic;
using BITFALL.Entities.Inventory;
using BITFALL.Items;
using BITFALL.Player.Inventory;
using BITKit;
using BITKit.Entities;
using UnityEditor;
@ -31,32 +31,30 @@ namespace BITFALL.Entities
private IHealth _health;
[Inject]
private IPlayerInventory _inventory;
private IEntityInventory _inventory;
public override void OnStart()
{
_health.OnDamage += OnDamage;
_health.OnDamageFactory += OnDamageFactory;
_health.OnSetAlive += OnSetAlive;
_health.OnSetHealthPoint += OnSetHealthPoint;
_inventory.OnUseItem += OnUseItem;
_inventory.OnUsedItem += OnUseItem;
}
private void OnSetHealthPoint(int obj)
{
if (obj > 0 && IsKnockdown && _health.IsAlive)
{
IsKnockdown = false;
OnRevive?.Invoke();
}
}
private bool OnUseItem(IBasicItem arg)
{
if (IsKnockdown is false || arg.GetAssetable().TryGetProperty<PlayerReviveItem>(out var reviveItem) is false) return false;
OnRevive?.Invoke();
if (obj <= 0 || !IsKnockdown || !_health.IsAlive) return;
IsKnockdown = false;
return true;
OnRevive?.Invoke();
}
private void OnUseItem(IBasicItem arg)
{
if (IsKnockdown is false ||
arg.GetAssetable().TryGetProperty<PlayerReviveItem>(out var reviveItem) is false) return;
IsKnockdown = false;
OnRevive?.Invoke();
}
private void OnSetAlive(bool obj)
@ -64,7 +62,7 @@ namespace BITFALL.Entities
IsKnockdown = false;
}
private int OnDamage(DamageMessage arg,int currentDamage)
private int OnDamageFactory(DamageMessage arg,int currentDamage)
{
if (IsKnockdown || _health.HealthPoint - currentDamage >=0 ) return currentDamage;
IsKnockdown = true;

View File

@ -1,27 +1,46 @@
using System.Collections;
using System.Collections.Generic;
using System.Xml;
using BITFALL.Combat;
using BITKit.Animations;
using BITKit.Entities.Melee;
using Unity.Mathematics;
using UnityEngine;
namespace BITKit.Entities
{
public interface IEntityMelee
{
void Execute();
}
public class EntityMelee : EntityComponent
[CustomType(typeof(IMeleeCombat))]
public class EntityMelee : EntityComponent,IMeleeCombat
{
[SerializeField] private UnityAnimator unityAnimator;
[Header(Constant.Header.Settings)]
public int damage=50;
public bool singleTarget;
[SerializeField] private int damage=50;
[SerializeReference, SubclassSelector, Inject(true)] private IMeleeService meleeService;
[Inject(true)] private IEntityOverride entityOverride;
public override void OnStart()
{
entity.AddListener<int>("Melee", Melee);
entity.AddListener<string>(AIAction);
unityAnimator[0].onStateEnter += OnStateEnter;
}
private void OnStateEnter(string obj)
{
if(entityOverride is null)return;
if (obj is "HitStun")
{
entityOverride.AddOverride(this);
}
else
{
entityOverride.RemoveOverride(this);
}
}
private void AIAction(string actionName)
{
switch (actionName)
@ -40,7 +59,14 @@ namespace BITKit.Entities
Range = 1.6f,
Damage = _damage,
});
entity.Invoke(Constant.Animation.Play, "Melee");
unityAnimator.Play("Attack");
//entity.Invoke(Constant.Animation.Play, "Melee");
}
public void Execute() => Melee(damage);
public void HitStun()
{
unityAnimator.Play("HitStun");
}
}
}

View File

@ -10,6 +10,7 @@ using UnityEngine.InputSystem;
using BITKit.StateMachine;
using Cysharp.Threading.Tasks;
using Unity.Mathematics;
using UnityEditorInternal;
using UnityEngine.InputSystem.Interactions;
#if UNITY_EDITOR
using UnityEditor;
@ -95,7 +96,7 @@ namespace BITFALL.Guns
[Inject]
private IHealth _health;
private static readonly int IsGrounded = Animator.StringToHash("IsGrounded");
private AssetableGun _gun=>item as AssetableGun;
private bool isHolstered;
#region
@ -209,15 +210,12 @@ namespace BITFALL.Guns
public override void OnUpdate(float deltaTime)
{
//CurrentState?.OnStateUpdate(deltaTime);
UpdateState(deltaTime);
switch (assetable.FireMode)
{
case AutoFireMode:
expectFiring.shouldBe = fireAction.action.IsPressed();
break;
case SemiFireMode:
expectFiring.shouldBe = fireAction.action.WasPressedThisFrame();
break;
case BurstFireMode when expectFiring.being:
expectFiring.shouldBe = fireAction.action.WasPressedThisFrame();
@ -273,7 +271,8 @@ namespace BITFALL.Guns
pos = (_transform.position+rotation * bulletInitialOffset).Fix(),
rot = rotation,
forward = _transform.forward.Fix(),
initialDamage = 32,
initialDamage = _gun.InitialDamage,
InitialForce = _gun.InitialBulletForce,
});
//播放枪口MuzzleFlash
@ -313,7 +312,29 @@ namespace BITFALL.Guns
}
private void OnFire(InputAction.CallbackContext context)
{
switch (assetable.FireMode)
{
case AutoFireMode :
switch (context)
{
case {interaction:TapInteraction , started:true}:
expectFiring.shouldBe = true;
break;
case {interaction:TapInteraction , performed:true}:
case {interaction:HoldInteraction , canceled:true}:
expectFiring.shouldBe = false;
break;
}
break;
case SemiFireMode:
switch (context)
{
case { interaction: TapInteraction, started: true }:
expectFiring.shouldBe = true;
break;
}
break;
}
}
private void OnAim(InputAction.CallbackContext context)
{

View File

@ -51,8 +51,6 @@ namespace BITFALL.Guns.States
{
root.TransitionState<Run>();
}
root.expectAiming.shouldBe = root.aimAction.action.IsPressed();
}
public void OnActive(ISelectable selectable)
{

View File

@ -2,6 +2,8 @@ using System;
using System.Collections;
using System.Collections.Generic;
using BITFALL.Items.Melee;
using BITFALL.Combat;
using BITFALL.Player.Movement;
using BITKit;
using BITKit.Core.Entites;
using BITKit.Entities;
@ -24,7 +26,7 @@ namespace BITFALL.Entities.Equipment.Melee
public virtual bool Enabled { get; set; }
public virtual void Initialize()
{
meleeController.Entity.Inject(this);
}
public virtual void OnStateEntry(IState old)
@ -43,6 +45,7 @@ namespace BITFALL.Entities.Equipment.Melee
{
[Header(Constant.Header.Input)]
[SerializeField] private InputActionReference attackAction;
[SerializeField] private InputActionReference blockAction;
[Header(Constant.Header.Gameobjects)]
[SerializeField] private Transform velocityReference;
@ -55,15 +58,68 @@ namespace BITFALL.Entities.Equipment.Melee
[Inject]
private IEntityMovement _movement;
[Inject]
private IPlayerMovement _playerMovement;
[Inject] private IHealth _health;
public override void OnAwake()
{
base.OnAwake();
inputActionGroup.RegisterCallback(attackAction, OnAttack);
inputActionGroup.RegisterCallback(blockAction, OnBlock);
_health.OnDamageFactory += OnDamageFactory;
_movement.OnStateChanged += OnMovementStateChanged;
}
private void OnMovementStateChanged(IEntityMovementState arg1, IEntityMovementState arg2)
{
switch (arg2)
{
case IPlayerDodgeState:
TransitionState<Idle>();
animator.Play(BITConstant.Player.Dodge);
break;
}
}
private int OnDamageFactory(DamageMessage arg1, int arg2)
{
if (Enabled is false || arg1.Initiator is null) return arg2;
if (CurrentState is not Blocking blocking) return arg2;
var combat = arg1.Initiator.Get<IMeleeCombat>();
if (combat is null) return arg2;
if (blocking.AllowBlockStun && _playerMovement.Stamina >= melee.BlockStaminaCost)
{
arg2 =0;
combat.HitStun();
animator.Play(BITConstant.Player.BlockStun);
_playerMovement.Stamina -= melee.BlockStaminaCost*0.5f;
}
else
{
if (_playerMovement.Stamina > melee.BlockStaminaCost)
{
animator.Play(BITConstant.Player.BlockStun);
arg2 /= 3;
}
else
{
animator.Play(BITConstant.Player.BlockBreak);
arg2 /= 2;
}
_playerMovement.Stamina -= melee.BlockStaminaCost;
}
return arg2;
}
public override void Entry()
{
base.Entry();
TransitionState<Draw>();
}
@ -79,7 +135,19 @@ namespace BITFALL.Entities.Equipment.Melee
animator.animator.SetFloat(BITConstant.Player.SqrMagnitude,sqr);
}
private void OnBlock(InputAction.CallbackContext obj)
{
switch (obj)
{
case {interaction:TapInteraction,started:true} when CurrentState is Idle:
TransitionState<Blocking>();
break;
case {interaction:TapInteraction,performed:true} when CurrentState is Blocking:
case {interaction:HoldInteraction,canceled:true} when CurrentState is Blocking:
TransitionState<Idle>();
break;
}
}
private void OnAttack(InputAction.CallbackContext context)
{
//如果启用了指针则不开火
@ -89,13 +157,13 @@ namespace BITFALL.Entities.Equipment.Melee
}
switch (context)
{
case {interaction: TapInteraction,performed:true} when CurrentState is not (Attack or HeavyAttack or Draw):
case {interaction: TapInteraction,performed:true} when CurrentState is not (Attack or HeavyAttack or Draw or Blocking):
TransitionState<Attack>();
break;
case {interaction: HoldInteraction,started:true} when CurrentState is not (Charging or Attack or HeavyAttack or Draw):
case {interaction: HoldInteraction,started:true} when CurrentState is not (Charging or Attack or HeavyAttack or Draw or Blocking):
TransitionState<Charging>();
break;
case {interaction: HoldInteraction,canceled:true} when CurrentState is not (Attack or Idle or Draw):
case {interaction: HoldInteraction,canceled:true} when CurrentState is not (Attack or Idle or Draw or Blocking):
TransitionState<HeavyAttack>();
break;
}

View File

@ -1,6 +1,9 @@
using System;
using System.Collections;
using System.Collections.Generic;
using BITFALL.Player.Movement;
using BITKit;
using BITKit.Entities;
using BITKit.StateMachine;
using UnityEngine;
@ -28,16 +31,46 @@ namespace BITFALL.Entities.Equipment.Melee
[Serializable]
public sealed class Idle:PlayerMeleeControllerState
{
}
[Serializable]
public sealed class Run:PlayerMeleeControllerState
{
[Inject]
private IEntityMovement _movement;
public override void Initialize()
{
base.Initialize();
_movement.OnStateChanged += OnMovementStateChanged;
}
public override void OnStateEntry(IState old)
{
base.OnStateEntry(old);
meleeController.animator.CrossFade(BITConstant.Player.Idle,1f);
}
public override void OnStateUpdate(float deltaTime)
{
base.OnStateUpdate(deltaTime);
meleeController.animator.animator.SetBool(BITConstant.Player.IsRunning,_movement.CurrentState is IPlayerRunState or IPlayerSprintState);
meleeController.animator.animator.SetBool(BITConstant.Player.IsGrounded,_movement.IsGrounded);
meleeController.animator.animator.SetBool(BITConstant.Player.IsCrouched,_movement.CurrentState is IPlayerCrouchState);
}
private void OnMovementStateChanged(IEntityMovementState arg1, IEntityMovementState arg2)
{
switch (arg2)
{
case IPlayerClimbState:
case IPlayerLinkState:
meleeController.animator.Play(BITConstant.Player.Climb);
break;
}
if (Enabled is false) return;
}
}
[Serializable]
public sealed class Attack:PlayerMeleeControllerState
{
[Inject]
private IEntityMovement _movement;
public override void Initialize()
{
base.Initialize();
@ -47,31 +80,40 @@ namespace BITFALL.Entities.Equipment.Melee
meleeController.TransitionState<Idle>();
};
}
public override void OnStateEntry(IState old)
{
base.OnStateEntry(old);
meleeController.animator.Play(BITConstant.Player.Attack);
}
public override void OnStateUpdate(float deltaTime)
{
base.OnStateUpdate(deltaTime);
_movement.ExecuteCommand<PlayerCancelRunCommand>();
}
}
[Serializable]
public sealed class Charging:PlayerMeleeControllerState
{
public override void Initialize()
{
base.Initialize();
}
[Inject]
private IEntityMovement _movement;
public override void OnStateEntry(IState old)
{
base.OnStateEntry(old);
meleeController.animator.Play(BITConstant.Player.Charging);
}
public override void OnStateUpdate(float deltaTime)
{
base.OnStateUpdate(deltaTime);
_movement.ExecuteCommand<PlayerCancelRunCommand>();
}
}
[Serializable]
public sealed class HeavyAttack:PlayerMeleeControllerState
{
[Inject]
private IPlayerMovement _playerMovement;
public override void Initialize()
{
base.Initialize();
@ -80,12 +122,33 @@ namespace BITFALL.Entities.Equipment.Melee
if(Enabled && state is BITConstant.Player.HeavyAttack)
meleeController.TransitionState<Idle>();
};
}
public override void OnStateEntry(IState old)
{
base.OnStateEntry(old);
meleeController.animator.Play(BITConstant.Player.HeavyAttack);
_playerMovement.Stamina -= meleeController.melee.HeavyAttackStaminaCost;
}
}
[Serializable]
public sealed class Blocking : PlayerMeleeControllerState
{
public bool AllowBlockStun => _interval.AllowUpdateWithoutReset is false;
private readonly IntervalUpdate _interval = new(0.32f);
[Inject]
private IEntityMovement _movement;
public override void OnStateEntry(IState old)
{
base.OnStateEntry(old);
_interval.Reset();
meleeController.animator.Play(BITConstant.Player.Blocking);
}
public override void OnStateUpdate(float deltaTime)
{
base.OnStateUpdate(deltaTime);
_movement.ExecuteCommand<PlayerCancelRunCommand>();
}
}
}

View File

@ -69,6 +69,7 @@ namespace BITFALL.Player.Equip
private void OnEquip(IBasicItem obj)
{
if (IsEntered is false) return;
spriteRenderer.sprite = null;
if (modelDictionary.TryGetValue(obj.AddressablePath, out var model))
model.gameObject.SetActive(true);

View File

@ -0,0 +1,89 @@
using System.Collections;
using System.Collections.Generic;
using BITFALL.Entities.Equipment;
using BITFALL.Entities.Inventory;
using BITFALL.Items;
using BITKit;
using BITKit.Entities;
using BITKit.StateMachine;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Interactions;
namespace BITFALL.Throws
{
public interface IThrowState:IState{}
public class ThrowController : BITEquipBase<IThrowState>
{
[Header(nameof(throwPoint))]
[SerializeField] private Transform throwPoint;
[SerializeField] private float throwForce;
[SerializeField] private InputActionReference throwAction;
private AssetableThrow _assetableThrow=>(AssetableThrow)item;
[Inject] private IPlayerEquipSelector _equipSelector;
[Inject] private IEntityInventory _inventory;
[Inject] private IEntityEquipmentContainer _equipmentContainer;
private bool isHolding;
public override void OnAwake()
{
inputActionGroup.RegisterCallback(throwAction, OnThrow);
base.OnAwake();
animator[0].onStateExit += OnStateExit;
}
private void OnStateExit(string obj)
{
if (IsEntered is false) return;
switch (obj)
{
case BITConstant.Player.Draw:
if (isHolding is false)
{
animator.Play(BITConstant.Player.Throw);
}
break;
case BITConstant.Player.Throw:
_equipSelector.Cancel();
break;
}
}
public override void Entry()
{
isHolding = false;
base.Entry();
animator.Play(BITConstant.Player.Draw);
}
private void OnThrow(InputAction.CallbackContext obj)
{
switch (obj)
{
case { interaction: HoldInteraction, performed: true }:
isHolding = true;
break;
case { interaction: HoldInteraction, canceled: true }:
if (animator[0].stateName == BITConstant.Player.Idle)
animator.Play(BITConstant.Player.Throw);
break;
}
// if(obj is not {interaction:TapInteraction, performed:true}) return;
// switch (animator[0].stateName)
// {
// case BITConstant.Player.Idle:
// animator.Play(BITConstant.Player.Throw);
// break;
// }
}
public override void AnimationEvent(string eventName)
{
if (IsEntered is false) return;
if (eventName is not BITConstant.Player.Throw) return;
if (!_equipmentContainer.TryUseEquip<EquipmentAsThrow>()) return;
var instance = _assetableThrow.GetInstance();
if (!instance.TryGetComponent<Rigidbody>(out var _rigidbody)) return;
_rigidbody.position = throwPoint.position;
_rigidbody.AddForce(throwPoint.forward * throwForce, ForceMode.VelocityChange);
}
}
}

View File

@ -46,6 +46,7 @@ namespace BITFALL.Entities.Equipment.Universal
[Inject] private IPlayerInventory _playerInventory;
[Inject] private IEntityInventory _inventory;
[Inject] private IPlayerEquipSelector _playerEquipSelector;
[Inject] private IEntityEquipmentContainer _equipmentContainer;
public bool IClosed { get; set; }
public override void OnAwake()
{
@ -118,13 +119,17 @@ namespace BITFALL.Entities.Equipment.Universal
public override void AnimationEvent(string eventName)
{
base.AnimationEvent(eventName);
switch (eventName)
{
case BITConstant.Player.Use when CurrentState is Use:
if (_inventory.UseItem(Item))
if (item.TryGetProperty<EquipmentAsSlot>(out var asSlot))
{
_equipmentContainer.TryUseEquip(asSlot.slot);
}
else
{
_inventory.UseItem(Item);
}
break;
}

View File

@ -12,7 +12,6 @@ namespace BITFALL.Feel
public sealed class PlayerHandAnimations : EntityComponent
{
[SerializeField] private UnityAnimator animator;
[SerializeField] private LocationAdditive locationAdditive;
[Inject]
private IPlayerMovement _playerMovement;
@ -25,7 +24,6 @@ namespace BITFALL.Feel
_knockdown.OnKnockdown += OnKnockdown;
}
private void OnKnockdown()
{
animator.Play("OnKnockdown");

View File

@ -17,7 +17,8 @@ namespace BITKit.Entities.Player.Feel
private void OnDamaged(DamageMessage obj)
{
var damage = damageBasedMotion.Evaluate(obj.damage);
if (obj.Target != entity) return;
var damage = damageBasedMotion.Evaluate(obj.Damage);
spring.value = new Vector3(damage.Random(), damage.Random(), damage.Random());
}

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