186 lines
4.7 KiB
C#
186 lines
4.7 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using BITFALL.Items.Melee;
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using BITFALL.Combat;
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using BITFALL.Player.Movement;
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using BITKit;
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using BITKit.Core.Entites;
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using BITKit.Entities;
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using BITKit.Entities.Melee;
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using BITKit.StateMachine;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.Interactions;
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namespace BITFALL.Entities.Equipment.Melee
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{
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public interface IPlayerMeleeControllerState : IState
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{
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}
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public abstract class PlayerMeleeControllerState : IPlayerMeleeControllerState
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{
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[SerializeField] protected MeleeController meleeController;
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public virtual bool Enabled { get; set; }
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public virtual void Initialize()
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{
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meleeController.Entity.Inject(this);
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}
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public virtual void OnStateEntry(IState old)
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{
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}
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public virtual void OnStateUpdate(float deltaTime)
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{
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}
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public virtual void OnStateExit(IState old, IState newState)
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{
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}
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}
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public sealed class MeleeController : BITEquipBase<IPlayerMeleeControllerState>
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{
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[Header(Constant.Header.Input)]
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[SerializeField] private InputActionReference attackAction;
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[SerializeField] private InputActionReference blockAction;
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[Header(Constant.Header.Gameobjects)]
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[SerializeField] private Transform velocityReference;
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public override string AddressablePath => item.AddressablePath;
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public AssetableMelee melee => item as AssetableMelee;
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protected override Vector3 meleeForce => _velocity;
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private Vector3 _velocity;
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private Vector3 _lastPosition;
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[Inject]
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private IEntityMovement _movement;
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[Inject(true)]
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private IPlayerMovement _playerMovement;
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[Inject] private IHealth _health;
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public override void OnAwake()
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{
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base.OnAwake();
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if (attackAction is not null)
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{
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inputActionGroup.RegisterCallback(attackAction, OnAttack);
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}
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if (blockAction is not null)
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{
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inputActionGroup.RegisterCallback(blockAction, OnBlock);
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}
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if (_playerMovement is not null)
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_health.OnDamageFactory += OnDamageFactory;
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_movement.OnStateChanged += OnMovementStateChanged;
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}
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private void OnMovementStateChanged(IEntityMovementState arg1, IEntityMovementState arg2)
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{
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switch (arg2)
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{
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case IPlayerDodgeState:
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TransitionState<Idle>();
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animator.Play(BITConstant.Player.Dodge);
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break;
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}
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}
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private int OnDamageFactory(DamageMessage arg1, int arg2)
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{
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if (Enabled is false || arg1.Initiator is null) return arg2;
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if (CurrentState is not Blocking blocking) return arg2;
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var combat = arg1.Initiator.Get<IMeleeCombat>();
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if (combat is null) return arg2;
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if (blocking.AllowBlockStun && _playerMovement.Stamina >= melee.BlockStaminaCost)
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{
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arg2 =0;
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combat.HitStun();
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animator.Play(BITConstant.Player.BlockStun);
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_playerMovement.Stamina -= melee.BlockStaminaCost*0.5f;
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}
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else
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{
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if (_playerMovement.Stamina > melee.BlockStaminaCost)
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{
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animator.Play(BITConstant.Player.BlockStun);
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arg2 /= 3;
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}
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else
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{
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animator.Play(BITConstant.Player.BlockBreak);
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arg2 /= 2;
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}
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_playerMovement.Stamina -= melee.BlockStaminaCost;
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}
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return arg2;
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}
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public override void Entry()
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{
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base.Entry();
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TransitionState<Draw>();
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}
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public override void OnUpdate(float deltaTime)
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{
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base.OnUpdate(deltaTime);
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var position = velocityReference.position;
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_velocity = (position - _lastPosition).normalized;
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_lastPosition = position;
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UpdateState(deltaTime);
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var sqr = _movement.LocomotionBasedVelocity.sqrMagnitude;
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animator.animator.SetFloat(BITConstant.Player.SqrMagnitude,sqr);
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}
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private void OnBlock(InputAction.CallbackContext obj)
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{
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switch (obj)
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{
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case {interaction:TapInteraction,started:true} when CurrentState is Idle:
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TransitionState<Blocking>();
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break;
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case {interaction:TapInteraction,performed:true} when CurrentState is Blocking:
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case {interaction:HoldInteraction,canceled:true} when CurrentState is Blocking:
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TransitionState<Idle>();
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break;
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}
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}
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private void OnAttack(InputAction.CallbackContext context)
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{
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//如果启用了指针则不开火
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if(BITAppForUnity.AllowCursor)
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{
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return;
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}
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switch (context)
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{
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case {interaction: TapInteraction,performed:true} when CurrentState is not (Attack or HeavyAttack or Draw or Blocking):
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TransitionState<Attack>();
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break;
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case {interaction: HoldInteraction,started:true} when CurrentState is not (Charging or Attack or HeavyAttack or Draw or Blocking):
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TransitionState<Charging>();
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break;
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case {interaction: HoldInteraction,canceled:true} when CurrentState is not (Attack or Idle or Draw or Blocking):
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TransitionState<HeavyAttack>();
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break;
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}
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}
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}
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}
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