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

@@ -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;
}