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

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);
}
}
}

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@@ -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;
}