This commit is contained in:
CortexCore
2024-04-16 04:15:06 +08:00
parent b673a9438d
commit 0362b2c606
183 changed files with 5695 additions and 1453 deletions

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@@ -1,20 +0,0 @@
{
"name": "BITKit.Entities.Physics.Runtime",
"rootNamespace": "",
"references": [
"GUID:14fe60d984bf9f84eac55c6ea033a8f4",
"GUID:f51ebe6a0ceec4240a699833d6309b23",
"GUID:709caf8d7fb6ef24bbba0ab9962a3ad0",
"GUID:a3de65b07192e7d49bad7b4032d681de",
"GUID:7efac18f239530141802fb139776f333"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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@@ -1,144 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using System.Threading.Tasks;
using BITKit.Entities.Physics;
using UnityEngine;
namespace BITKit.Entities
{
[CustomType(typeof(IEntityPhysics))]
public class EntityPhysics : EntityBehavior,IEntityPhysics
{
[SerializeField] private Animator animator;
[SerializeField] private Rigidbody[] rigidbodies;
[SerializeField] private Collider[] ragdollColliders;
[SerializeField] private Joint[] joints;
[SerializeField] private new Rigidbody rigidbody;
[Inject(true)]
private IHealth _health;
[Inject(true)] private IEntityOverride _override;
private readonly Dictionary<Joint,ConfigurableJointMotion> _jointXMotions=new();
private readonly Dictionary<Joint,ConfigurableJointMotion> _jointYMotions=new();
private readonly Dictionary<Joint,ConfigurableJointMotion> _jointZMotions=new();
private readonly Dictionary<Joint,ConfigurableJointMotion> _jointAngularXMotions=new();
private readonly Dictionary<Joint,ConfigurableJointMotion> _jointAngularYMotions=new();
private readonly Dictionary<Joint,ConfigurableJointMotion> _jointAngularZMotions=new();
public override void OnAwake()
{
_health.OnSetAlive += OnSetAlive;
foreach (var x in joints)
{
switch (x)
{
case ConfigurableJoint configurableJoint:
_jointXMotions.Add(configurableJoint, configurableJoint.xMotion);
_jointYMotions.Add(configurableJoint, configurableJoint.yMotion);
_jointZMotions.Add(configurableJoint, configurableJoint.zMotion);
_jointAngularXMotions.Add(configurableJoint, configurableJoint.angularXMotion);
_jointAngularYMotions.Add(configurableJoint, configurableJoint.angularYMotion);
_jointAngularZMotions.Add(configurableJoint, configurableJoint.angularZMotion);
break;
}
}
if (_override is not null)
_override.OnOverride += OnOverride;
}
private void OnOverride(bool obj)
{
EnsureConf();
}
private void OnSetAlive(bool alive)
{
EnsureConf();
}
private async void EnsureConf()
{
var allow = (_health, _override) switch
{
(not null,not null)=>_health.IsAlive || _override.IsOvering,
(not null,null)=>_health.IsAlive,
(null,not null)=>_override.IsOvering,
_=>false,
};
if (animator)
{
animator.enabled = allow;
}
try
{
await Task.Delay(10, destroyCancellationToken);
if (destroyCancellationToken.IsCancellationRequested) return;
foreach (var x in rigidbodies)
{
//x.isKinematic = alive;
x.gameObject.SetActive(!allow);
}
foreach (var x in ragdollColliders)
{
x.enabled = !allow;
}
OnSetPhysics?.Invoke(!allow);
}
catch (OperationCanceledException)
{
}
foreach (var joint in joints)
{
switch (joint)
{
case ConfigurableJoint configurableJoint:
configurableJoint.xMotion = allow ? _jointXMotions[joint] : ConfigurableJointMotion.Free;
configurableJoint.yMotion = allow ? _jointYMotions[joint] : ConfigurableJointMotion.Free;
configurableJoint.zMotion = allow ? _jointZMotions[joint] : ConfigurableJointMotion.Free;
configurableJoint.angularXMotion =
allow ? _jointAngularXMotions[joint] : ConfigurableJointMotion.Free;
configurableJoint.angularYMotion =
allow ? _jointAngularYMotions[joint] : ConfigurableJointMotion.Free;
configurableJoint.angularZMotion =
allow ? _jointAngularZMotions[joint] : ConfigurableJointMotion.Free;
break;
}
}
}
public Vector3 Center => rigidbody.worldCenterOfMass;
public bool IsPhysics { get; private set; }
public Vector3 Velocity
{
get=>rigidbody.velocity;
set
{
foreach (var x in rigidbodies)
{
x.velocity = value;
}
}
}
public Action<bool> OnSetPhysics { get; set; }
public void AddForce(Vector3 force, ForceMode mode = ForceMode.Force)
{
foreach (var x in rigidbodies)
{
x.AddForce(force, mode);
}
}
public void AddTorque(Vector3 torque, ForceMode mode = ForceMode.Force)
{
foreach (var x in rigidbodies)
{
x.AddTorque(torque, mode);
}
}
}
}