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

286 lines
9.0 KiB
C#

using System.Linq;
using BITFALL.Guns.States;
using UnityEngine;
using BITKit;
using BITKit.Entities;
using BITKit.Entities.Melee;
using UnityEngine.InputSystem;
using BITKit.StateMachine;
using UnityEngine.InputSystem.Interactions;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace BITFALL.Guns
{
public interface IGunState : IState { }
[System.Serializable]
public abstract class GunState : IGunState
{
public BITGun root;
private IEntityMovement _entityMovement;
public bool Enabled { get;set; }
public virtual void Initialize()
{
_entityMovement = root.Entity.Get<IEntityMovement>();
_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>
{
// 常数引用
public const string _Movement = "Movement";
public const string _Run = "Run";
public const string _Sprint = "Sprint";
public const string _Aim = "Aim";
public const string _Interactive = "Interactive";
public const string _Equip = "Equip";
public const string _Fire = "Fire";
public const string _Reload = "Reload";
public const string _Melee = "Melee";
public const string _Climb = "Climb";
//简单设置
[Header(Constant.Header.Settings)]
[SerializeField] private Vector3 bulletInitialOffset;
// 输入系统
[Header(Constant.Header.Input)]
public InputActionReference fireAction;
public InputActionReference aimAction;
public InputActionReference reloadAction;
public InputActionReference meleeAction;
public InputActionGroup actionGroup = new();
// 依赖注入
[Header(Constant.Header.Providers)]
[SerializeReference, SubclassSelector] private IMeleeService meleeService;
// 引用组件
[Header(Constant.Header.Components)]
public Renderer[] rendererComponents;
public VFXPlayer vfxPlayer;
// 引用预制体
[Header(Constant.Header.Prefabs)]
public AssetableGun assetable;
[Header(Constant.Header.Reference)]
// 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;
private SpringEulerAngle positionSpring=new();
private SpringEulerAngle recoilSpring=new();
#region
public override string AddressablePath => assetable.AdressablePath;
#endregion
public override void OnAwake()
{
base.OnAwake();
actionGroup.RegisterCallback(fireAction, OnFire);
actionGroup.RegisterCallback(aimAction, OnAim);
actionGroup.RegisterCallback(reloadAction, OnReload);
actionGroup.RegisterCallback(meleeAction, OnMelee);
entity.Get<IEntityMovement>().OnStateChanged += OnMovementStateChanged;
}
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;
}
TransitionState<Reload>();
}
private void OnMovementStateChanged(IEntityMovementState arg1, IEntityMovementState arg2)
{
foreach (var x in StateDictionary.Values)
{
x.OnMovementStateChanged(arg1,arg2);
}
}
public override void OnStart()
{
base.OnStart();
foreach (var x in rendererComponents)
{
x.enabled = false;
}
}
public override void Entry()
{
base.Entry();
animator.animator.enabled = true;
actionGroup.allowInput.AddElement(this);
foreach (var x in rendererComponents)
{
x.enabled = true;
}
expectFiring.Reset();
Enabled = true;
fireInterval.Interval = 1f / assetable.FireMode.FireRate;
fireInterval.Reset();
if (assetable.FireMode is BurstFireMode burstFireMode)
{
burstFireInterval.Interval = burstFireMode.BurstFireInterval;
burstFireInterval.Reset();
}
TransitionState(StateDictionary.First().Value);
}
public override void Exit()
{
actionGroup.allowInput.RemoveElement(this);
foreach (var x in rendererComponents)
{
x.enabled = false;
}
expectFiring.Reset();
animator.animator.enabled = false;
}
public override void OnUpdate(float deltaTime)
{
CurrentState?.OnStateUpdate(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();
if(burstFireInterval.AllowUpdate)
{
Fire();
}
break;
}
}
public override void AnimationEvent(string eventName)
{
CurrentState?.AnimationEvent(eventName);
switch (eventName)
{
case "Melee":
meleeService.Melee(new MeleeCommand
{
PlayerId = entity.Id,
Position = transform.position,
Range = 1
});
break;
}
}
public void Fire()
{
//如果启用了指针则不开火
if(BITAppForUnity.AllowCursor)
{
return;
}
//播放射击动画
animator.Play(BITGun._Fire);
//调用BulletManager生成子弹
var _transform = transform;
var rotation = _transform.rotation;
BulletService.Spawn(new SpawnBullet
{
initiator = entity.Id,
pos = (_transform.position+rotation * bulletInitialOffset).Fix(),
rot = rotation,
forward = _transform.forward.Fix(),
initialDamage = 32,
});
//播放枪口MuzzleFlash
vfxPlayer.Execute();
//开火模式逻辑判断
switch (assetable.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;
}
// .value = new Vector3(Random.Range(-gunSpec.recoil.x, 0), gunSpec.recoil.y.Random(), 0);
// sprintPos.value -= new Vector3(gunSpec.recoil.z.Random(), 0, gunSpec.recoil.z);
}
private void OnFire(InputAction.CallbackContext context)
{
}
private void OnAim(InputAction.CallbackContext context)
{
expectAiming.shouldBe = context.ReadValueAsButton();
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(BITGun))]
public class BITGunInspector:BITInspector<BITGun>{}
#endif
}