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@@ -17,7 +17,9 @@
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"GUID:900280954c76a0d41bc47cef37f91107",
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"GUID:1235ca61e7f433b408ed5a68767e7123",
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"GUID:0a8b74b3309f0cc44bdd9a796253baef",
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"GUID:8d74bfb2f67c5c14a810215b78383d40"
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"GUID:8d74bfb2f67c5c14a810215b78383d40",
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"GUID:96f476e982d6fb945bfc9140ba094b7f",
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"GUID:4307f53044263cf4b835bd812fc161a4"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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@@ -68,7 +68,6 @@ namespace BITFALL.Guns
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//简单设置
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[Header(Constant.Header.Settings)]
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[SerializeField] private Vector3 bulletInitialOffset;
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[SerializeField] private int initialAimFov = 60;
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[SerializeField] private SpringEulerAngle recoilSpring=new();
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// 输入系统
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@@ -1,4 +1,5 @@
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using System.Data.Odbc;
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using BITFALL.Player.Equip;
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using BITFALL.Player.Movement;
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using BITKit;
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using BITKit.Entities;
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@@ -147,10 +148,12 @@ namespace BITFALL.Guns.States
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public class Aim : GunState
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{
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private IEntityMovement _entityMovement;
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private IEquipService _equipService;
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public override void Initialize()
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{
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base.Initialize();
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_entityMovement = root.Entity.Get<IEntityMovement>();
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_equipService = root.Entity.Get<IEquipService>();
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}
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public override void OnStateEntry(IState old)
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@@ -165,7 +168,7 @@ namespace BITFALL.Guns.States
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root.animator.CrossFade(BITGun._Aim, 0.16f);
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break;
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}
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_equipService.Zoom.Allow = true;
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_entityMovement.ExecuteCommand<PlayerCancelRunCommand>();
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}
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@@ -188,6 +191,13 @@ namespace BITFALL.Guns.States
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{
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root.TransitionState<Movement>();
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}
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_equipService.Zoom.Value = root.aimAction.action.ReadValue<float>();
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}
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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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_equipService.Zoom.Allow = false;
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}
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public override void OnMovementStateChanged(IEntityMovementState old, IEntityMovementState newState)
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@@ -1,6 +1,7 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using BITFALL.Player.Equip;
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using BITKit;
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using BITKit.Entities;
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using UnityEngine;
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@@ -18,15 +19,23 @@ namespace BITFALL.Player.Movement
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private Quaternion currentRotation;
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private Vector3 currentPosition;
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private IEntityMovement _movement;
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private IEquipService _equipService;
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public override void OnAwake()
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{
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_movement = entity.Get<IEntityMovement>();
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_equipService = entity.Get<IEquipService>();
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}
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public override void OnLateUpdate(float deltaTime)
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{
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var velocity = _movement.LocomotionBasedVelocity;
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var angularVelocity = _movement.AngularVelocity;
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if (_equipService.Zoom.Allow)
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{
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velocity = default;
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angularVelocity = default;
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}
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currentPosition = Vector3.Lerp(currentPosition,velocity * posValue,posDelta * deltaTime);
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currentRotation = Quaternion.Lerp(currentRotation,Quaternion.Euler(angularVelocity * rotValue),rotDelta * deltaTime);
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