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

186 lines
4.7 KiB
C#

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;
using BITKit.Entities.Melee;
using BITKit.StateMachine;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Interactions;
namespace BITFALL.Entities.Equipment.Melee
{
public interface IPlayerMeleeControllerState : IState
{
}
public abstract class PlayerMeleeControllerState : IPlayerMeleeControllerState
{
[SerializeField] protected MeleeController meleeController;
public virtual bool Enabled { get; set; }
public virtual void Initialize()
{
meleeController.Entity.Inject(this);
}
public virtual void OnStateEntry(IState old)
{
}
public virtual void OnStateUpdate(float deltaTime)
{
}
public virtual void OnStateExit(IState old, IState newState)
{
}
}
public sealed class MeleeController : BITEquipBase<IPlayerMeleeControllerState>
{
[Header(Constant.Header.Input)]
[SerializeField] private InputActionReference attackAction;
[SerializeField] private InputActionReference blockAction;
[Header(Constant.Header.Gameobjects)]
[SerializeField] private Transform velocityReference;
public override string AddressablePath => item.AddressablePath;
public AssetableMelee melee => item as AssetableMelee;
protected override Vector3 meleeForce => _velocity;
private Vector3 _velocity;
private Vector3 _lastPosition;
[Inject]
private IEntityMovement _movement;
[Inject(true)]
private IPlayerMovement _playerMovement;
[Inject] private IHealth _health;
public override void OnAwake()
{
base.OnAwake();
if (attackAction is not null)
{
inputActionGroup.RegisterCallback(attackAction, OnAttack);
}
if (blockAction is not null)
{
inputActionGroup.RegisterCallback(blockAction, OnBlock);
}
if (_playerMovement is not null)
_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>();
}
public override void OnUpdate(float deltaTime)
{
base.OnUpdate(deltaTime);
var position = velocityReference.position;
_velocity = (position - _lastPosition).normalized;
_lastPosition = position;
UpdateState(deltaTime);
var sqr = _movement.LocomotionBasedVelocity.sqrMagnitude;
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
if(BITAppForUnity.AllowCursor)
{
return;
}
switch (context)
{
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 or Blocking):
TransitionState<Charging>();
break;
case {interaction: HoldInteraction,canceled:true} when CurrentState is not (Attack or Idle or Draw or Blocking):
TransitionState<HeavyAttack>();
break;
}
}
}
}