BITFALL/Assets/Artists/Scripts/Equip/BITGun.cs

714 lines
25 KiB
C#

using System;
using System.Linq;
using BITFALL.Guns.Modify;
using BITFALL.Guns.States;
using BITFALL.Player.Equip;
using BITFALL.Player.Movement;
using UnityEngine;
using BITKit;
using BITKit.Entities;
using BITKit.Entities.Melee;
using UnityEngine.InputSystem;
using BITKit.StateMachine;
using Cysharp.Threading.Tasks;
using Unity.Mathematics;
using UnityEngine.InputSystem.Interactions;
using Random = UnityEngine.Random;
#if UNITY_EDITOR
#endif
namespace BITFALL.Guns
{
public interface IGunState : IState { }
[System.Serializable]
public abstract class GunState : IGunState
{
public BITGun root;
[Inject]
protected IEntityMovement _entityMovement;
public bool Enabled { get;set; }
public virtual void Initialize()
{
root.Entity.Inject(this);
_entityMovement.OnStateChanged += OnMovementStateChanged;
}
public virtual void OnStateEntry(IState old)
{
}
public virtual void OnStateExit(IState old, IState newState)
{
}
public virtual void OnStateUpdate(float deltaTime)
{
}
public virtual void OnMovementStateChanged(IEntityMovementState old, IEntityMovementState newState)
{
}
public virtual void AnimationEvent(string name)
{
}
}
[System.Serializable]
public class GunStateMachine : MonoStateMachine<GunState> { }
public class BITGun : BITEquipBase<GunState>
{
[RuntimeInitializeOnLoadMethod]
private static void Reload()
{
_token =(uint)(uint.MaxValue * Random.value);
}
public static uint Token => _token += 1;
private static uint _token;
//简单设置
[Header(Constant.Header.Settings)]
[SerializeField] private Vector3 bulletInitialOffset;
[SerializeField] private SpringEulerAngle recoilSpring=new();
[SerializeField] private float recoilPositionWeight=1;
[Header(Constant.Header.Gameobjects)]
[SerializeField] private Transform initialSight;
[SerializeField] private Optional<Transform> newSight;
[Header(nameof(Optional<GameObject>))]
[SerializeField] private Optional<LocationAdditive> breathingAdditive;
// 输入系统
[Header(Constant.Header.Input)]
[SerializeField] internal InputActionReference fireAction;
[SerializeField] internal InputActionReference aimAction;
[SerializeField] internal InputActionReference reloadAction;
[SerializeField] internal InputActionReference meleeAction;
[SerializeField] internal InputActionReference steadyAimAction;
[SerializeField] internal InputActionReference inspectAction;
[Header(Constant.Header.HotFix)]
[SerializeField] private Transform cameraView;
// 引用组件
[Header(Constant.Header.Components)]
[SerializeField] private LocationAdditive locationAdditive;
[SerializeField] private LocationAdditive selfViewAdditive;
// 引用预制体
[Header(Constant.Header.Prefabs)]
// 内部变量burst
[Header(Constant.Header.InternalVariables)]
public ExpectState<bool> expectFiring;
public ExpectState<bool> expectAiming;
internal readonly IntervalUpdate fireInterval = new(0.32f);
internal readonly IntervalUpdate burstFireInterval = new(0.1f);
internal int burstFireCount;
[Inject]
private IEntityMovement _movement;
[Inject]
private IPlayerMovement _playerMovement;
[Inject]
private IHealth _health;
[Inject] private IEquipService _equipService;
internal AssetableGun _gun=>item as AssetableGun;
private bool isHolstered;
private bool isSteadyAim;
private readonly DoubleBuffer<int> cacheRounds = new();
private readonly Optional<Vector3> _fixAimPosition = new();
public bool RequireBolt { get; set; }
#region
public override string AddressablePath => _gun.AddressablePath;
#endregion
public override void OnAwake()
{
base.OnAwake();
inputActionGroup.RegisterCallback(fireAction, OnFire);
inputActionGroup.RegisterCallback(aimAction, OnAim);
inputActionGroup.RegisterCallback(reloadAction, OnReload);
inputActionGroup.RegisterCallback(meleeAction, OnMelee);
if (inspectAction is not null)
inputActionGroup.RegisterCallback(inspectAction, OnInspect);
if (breathingAdditive.Allow)
inputActionGroup.RegisterCallback(steadyAimAction, OnSteadyAim);
_movement.OnStateChanged += OnMovementStateChanged;
//_movement.OnCommand += OnMovementCommand;
animator[0].onStateExit += (state) => { isHolstered = state is BITConstant.Player.Holster; };
BITAppForUnity.AllowCursor.AddListener(OnAllowCursor);
destroyCancellationToken.Register(() => { BITAppForUnity.AllowCursor.RemoveListener(OnAllowCursor); });
}
private void OnInspect(InputAction.CallbackContext obj)
{
switch (obj)
{
case {interaction:PressInteraction, performed: true} when CurrentState is Movement:
animator.Play(BITConstant.Player.Inspect);
break;
}
}
private void OnAllowCursor(bool allow)
{
if (!allow) return;
expectFiring.Reset();
expectAiming.Reset();
}
private void OnSteadyAim(InputAction.CallbackContext obj)
{
switch (obj)
{
case { interaction: PressInteraction, performed: true } when CurrentState is Aim:
isSteadyAim = true;
break;
case { interaction: PressInteraction, canceled: true }:
isSteadyAim = false;
break;
}
}
// private void OnMovementCommand(object obj)
// {
// switch (obj)
// {
// case OnPlayerJumpCommand:
// animator.Play("Jump");
// break;
// }
// }
private void OnMelee(InputAction.CallbackContext obj)
{
switch (CurrentState)
{
case Equip:
case Melee:
return;
}
TransitionState<Melee>();
}
private void OnReload(InputAction.CallbackContext obj)
{
if (obj.JustPressed() is false) return;
switch (CurrentState)
{
case Equip:
case Melee:
return;
}
if (Item?.TryGetProperty<IClip>(out var clip) is false)
{
_uxPopup?.Popup("<color=yellow>机匣损坏或不存在</color>");
return;
}
if (_inventory.TryGetItem(IsClipReady, out var clipItem) is false)
{
_uxPopup?.Popup("<color=yellow>没有兼容的弹夹</color>");
return;
}
TransitionState<Reload>();
}
public override void Entry()
{
base.Entry();
_movement.ExecuteCommand(new PlayerLimitMoveSpeedCommand()
{
Id = BITHash.Player.Equip,
Limit = true,
Speed = _gun.InitialMovementSpeed
});
}
private bool IsClipReady(IBasicItem clip)
{
if(Item.TryGetProperty<IClip>(out var _clip) is false) return false;
if(clip.AddressablePath != _clip.AddressablePath) return false;
if(clip.TryGetProperty<IClip>(out var _clipItem) is false) return false;
return _clipItem.Remaining > 0;
}
private void OnMovementStateChanged(IEntityMovementState arg1, IEntityMovementState arg2)
{
if (IsEntered is false) return;
foreach (var x in StateDictionary.Values)
{
x.OnMovementStateChanged(arg1,arg2);
}
}
public override void Exit()
{
base.Exit();
if (Item.TryGetProperty<IClip>(out var clip) && cacheRounds.TryGetRelease(out var rounds))
{
clip.Remaining = rounds;
}
cacheRounds.Clear();
}
public override UniTask EntryAsync()
{
base.EntryAsync();
isHolstered = false;
inputActionGroup.allowInput.AddElement(this);
expectFiring.Reset();
Enabled = true;
fireInterval.Interval = 1f / _gun.FireMode.FireRate;
fireInterval.Reset();
if (_gun.FireMode is BurstFireMode burstFireMode)
{
burstFireInterval.Interval = burstFireMode.BurstFireInterval;
burstFireInterval.Reset();
}
TransitionState<Equip>();
return UniTask.CompletedTask;
}
public override async UniTask ExitAsync()
{
TransitionState<Holster>();
_movement.ExecuteCommand(new PlayerFocusCommand()
{
Focus = false,
Sender = this
});
_equipService.AllowAttack = false;
inputActionGroup.allowInput.RemoveElement(this);
expectFiring.Reset();
cameraView.localPosition = default;
try
{
while (_health.IsAlive && isHolstered is false)
{
destroyCancellationToken.ThrowIfCancellationRequested();
_equipService.Zoom.Value = Mathf.MoveTowards(_equipService.Zoom.Value,0,Time.deltaTime);
await UniTask.NextFrame();
}
_equipService.Zoom.Allow = false;
destroyCancellationToken.ThrowIfCancellationRequested();
_equipService.Stable = 1;
await base.ExitAsync();
}
catch (OperationCanceledException)
{
}
}
public override void Exited()
{
base.Exited();
_movement.ExecuteCommand(new PlayerLimitMoveSpeedCommand()
{
Id = BITHash.Player.Equip,
Limit = false,
Speed = _gun.InitialMovementSpeed
});
}
public override void OnUpdate(float deltaTime)
{
UpdateState(deltaTime);
switch (_gun.FireMode)
{
case AutoFireMode:
break;
case SemiFireMode:
break;
case BurstFireMode when expectFiring.being:
expectFiring.shouldBe = fireAction.action.WasPressedThisFrame();
if(burstFireInterval.AllowUpdate)
{
switch (AnimationProperties.TryGetValue(BITConstant.Player.AllowFire, out var allowFire))
{
case false:
case true when allowFire >0.9f:
Fire();
break;
}
}
break;
}
_movement.ExecuteCommand(new PlayerFocusCommand()
{
Focus = recoilSpring.value.GetLength() > 0.1f,
Sender = this
});
animator.animator.SetBool((int)BITHash.Player.IsGrounded,_movement.IsGrounded);
animator.animator.SetBool((int)BITHash.Player.IsCrouched,_movement.CurrentState is IPlayerCrouchState or IPlayerSlideState);
animator.animator.SetBool((int)BITHash.Player.Cancel,
recoilSpring.value.GetLength()>0.1f);
animator.animator.SetFloat((int)BITHash.Player.Aim,_equipService.Zoom.Value);
animator.animator.SetFloat(BITConstant.Player.SqrMagnitude,
math.clamp(
_movement.LocomotionBasedVelocity.sqrMagnitude
,0,1
)
);
recoilSpring.Update(deltaTime,default);
if (_gun.TryGetProperty<IRecoil>(out var recoil))
{
locationAdditive.AddEuler(Vector3.Scale(recoilSpring.value,recoil.ViewRecoilScale) );
}
if (selfViewAdditive)
{
var positionWeight = recoilPositionWeight;
if (AnimationProperties.TryGetValue(BITConstant.Player.Aim, out var aim))
{
positionWeight *= Mathf.Lerp(2, 1, aim);
}
selfViewAdditive.AddEuler(recoilSpring.value);
selfViewAdditive.AddPosition(
new Vector3(
recoilSpring.value.y,
-recoilSpring.value.x,
recoilSpring.value.z
) *
positionWeight
);
}
if(AnimationProperties.TryGetValue(BITConstant.Player.Aim, out var _aim))
{
_equipService.Zoom.Allow = CurrentState is Aim;
_equipService.Zoom.Value =Mathf.Lerp(1,_gun.InitialAimZoom, _aim);
_equipService.AllowScope = _aim > 0.5f && _gun.IsScopeAim;
_equipService.Aim = _aim;
if (breathingAdditive.Allow)
{
var breatheFrequency = 0.5f; // 呼吸的频率,值越大呼吸越快
var breatheAmplitude = 0.005f; // 呼吸的幅度,即准星上下移动的最大距离
if (_playerMovement.Stamina <= 8)
{
breatheFrequency = 8;
breatheAmplitude = 0.1f;
}
var breatheOffset = Mathf.Sin(Time.time * breatheFrequency) * breatheAmplitude;
if (isSteadyAim)
{
if (_playerMovement.Stamina > 0)
{
_playerMovement.Stamina -= 16 * deltaTime;
breatheOffset *= 0.16f;
}
else
{
isSteadyAim = false;
}
}
else
{
breatheOffset *= _aim;
}
_playerMovement.AddViewEuler(new float2(breatheOffset, breatheOffset));
}
if (newSight.Allow)
{
transform.localPosition = Vector3.Lerp(default, _fixAimPosition.Value, _aim);
}
else
{
transform.localPosition = default;
}
}
if (AnimationProperties.TryGetValue(BITConstant.Player.Stable, out var stable))
{
_equipService.Stable = stable;
}
if(AnimationProperties.TryGetValue(BITConstant.Player.AllowFire, out var _allowFire))
{
_equipService.AllowAttack = _allowFire > 0.9f;
}
//AllowRendering.SetDisableElements(64564,_equipService.AllowScope);
expectAiming.shouldBe = inputActionGroup.GetAction(aimAction).IsPressed();
}
public override void AnimationEvent(string eventName)
{
if (IsEntered is false) return;
base.AnimationEvent(eventName);
CurrentState?.AnimationEvent(eventName);
if (Item.TryGetProperty<IClip>(out var clip)
&& _inventory.TryGetItem(IsClipReady, out var clipItem)
&& clipItem.TryGetProperty<IClip>(out var nextClip)
)
switch (eventName)
{
case BITConstant.Player.EjectClip:
if(clip.Remaining <= 0) break;
cacheRounds.Release(clip.Remaining);
clip.Remaining = 0;
break;
case BITConstant.Player.InsertClip:
cacheRounds.TryGetRelease(out var current);
var newRound = nextClip.Remaining;
var swapClipClone = nextClip.Clone().As<IClip>();
var swapClip = clipItem.Clone().As<IBasicItem>();
swapClipClone.Remaining = current;
if (swapClip.TrySetProperty(swapClipClone) is false || _inventory.TrySetItem(swapClip) is false)
{
_uxPopup?.Popup("<color=yellow>弹匣回收失败</color>");
clip.Remaining = current;
break;
}
else
{
clip.Remaining = newRound;
}
// var newRound = Mathf.Clamp(current + nextClip.Remaining, 0,int.MaxValue);
//
// newRound = nextClip.Remaining;
//
// var newClipItem = clipItem.Clone() as IBasicItem;
// nextClip = nextClip.Clone().As<IClip>();
//
// if(newRound>clip.Capacity)
// {
// newRound = clip.Capacity;
// nextClip.Remaining = current + nextClip.Remaining - clip.Capacity;
// }
// else
// {
// nextClip.Remaining = 0;
// }
// if(newRound == 0)
// {
// _uxPopup?.Popup("<color=yellow>空弹匣</color>");
// break;
// }
//
// newClipItem!.TrySetProperty(nextClip);
//
// if (_inventory.TrySetItem(newClipItem))
// {
// clip.Remaining = newRound;
// }
// else
// {
// clip.Remaining = current;
// _uxPopup?.Popup("<color=yellow>弹匣回收失败</color>");
// }
break;
}
}
public void Fire()
{
if (RequireBolt) return;
if (Item.TryGetProperty<IClip>(out var clip))
{
if (clip.Remaining <= 0)
{
return;
}
else
{
clip.Remaining--;
}
}
//播放射击动画
UnityEntity.Invoke(Constant.Animation.Play, BITConstant.Player.Fire);
if (_gun.BuckShot.Allow)
{
InternalAddRecoil();
for (int i = 0; i < _gun.BuckShot.Value; i++)
{
InternalFire();
}
}
else
{
InternalFire();
InternalAddRecoil();
}
//开火模式逻辑判断
switch (_gun.FireMode)
{
case AutoFireMode:
break;
case SemiFireMode:
//如果是半自动开火,则取消射击
expectFiring.Reset();
break;
case BurstFireMode burstFireMode:
burstFireCount++;
expectFiring.being = true;
if(burstFireCount > burstFireMode.BurstRound)
{
burstFireCount = 0;
expectFiring.Reset();
}
break;
}
if (_gun.FireMode is SemiFireMode {RequireBoltAction:true})
{
RequireBolt = true;
}
}
private void InternalFire()
{
//调用BulletManager生成子弹
var _transform = transform;
var rotation =_movement.ViewRotation;
var position = _movement.Position;
position.y = _transform.position.y;
var random = UnityEngine.Random.insideUnitCircle;
if (_gun.TryGetProperty<ISpread>(out var spread))
{
random *= spread.Spread;
}
if(AnimationProperties.TryGetValue(BITConstant.Player.Aim, out var aim))
{
random *= Mathf.Lerp(_gun.InitialHipFireSpread,1,aim);
}
random *= recoilSpring.value.GetLength();
BulletService.Spawn(new SpawnBullet
{
Token = Token,
Initiator = Entity.Id,
//Position = (_transform.position+rotation * bulletInitialOffset),
//Rotation = rotation,
Position = position,
Rotation = rotation,
Forward = rotation * (Vector3.forward + Vector3.up * random.y + Vector3.right * random.x),
InitialDamage = _gun.InitialDamage,
StartSpeed = _gun.InitialBulletSpeed,
InitialForce = _gun.InitialBulletForce,
});
}
private void InternalAddRecoil()
{
if (_gun.TryGetProperty<IRecoil>(out var _recoil))
{
var _newRecoil = new Vector3
{
x = _recoil.Recoil.x,
y = _recoil.Recoil.y.Random(),
z = _recoil.Recoil.z.Random()
};
recoilSpring.value = _newRecoil;
_playerMovement.AddViewEuler(new float2(_newRecoil.x,_newRecoil.y));
}
}
private void OnFire(InputAction.CallbackContext context)
{
//如果启用了指针则不开火
if(BITAppForUnity.AllowCursor)
{
expectFiring.Reset();
return;
}
switch (_gun.FireMode)
{
case AutoFireMode :
switch (context)
{
case {interaction:PressInteraction , started:true}:
expectFiring.shouldBe = true;
break;
case {interaction:PressInteraction , canceled:true}:
expectFiring.shouldBe = false;
break;
}
break;
case SemiFireMode:
switch (context)
{
case { interaction: PressInteraction, started: true } when fireInterval.AllowUpdateWithoutReset && RequireBolt is false:
expectFiring.shouldBe = true;
break;
}
break;
}
}
private void OnAim(InputAction.CallbackContext context)
{
//如果启用了指针则不开火
if(BITAppForUnity.AllowCursor)
{
expectAiming.Reset();
return;
}
//expectAiming.shouldBe = context.ReadValueAsButton();
}
protected override void OnItemApplied(IBasicItem item)
{
base.OnItemApplied(item);
var aim = GetComponentInChildren<GunControllerAimComponent>();
newSight.Allow = aim;
if (aim)
{
newSight.Value = aim.transform;
var initialSightPos = Transform.InverseTransformPoint(initialSight.position);
var newSightPos = Transform.InverseTransformPoint(newSight.Value.position);
_fixAimPosition.SetValueThenAllow( (newSightPos -initialSightPos).x * Vector3.up);
}
else
{
_fixAimPosition.Clear();
}
}
}
// #if UNITY_EDITOR
// [CustomEditor(typeof(BITGun))]
// public class BITGunInspector:BITInspector<BITGun>{}
// #endif
}