更新
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 4e65e8868feca6d4aa33663566b71707
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Sirenix.OdinInspector;
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using SLSFramework.General;
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using SLSUtilities.FunctionalAnimation;
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using UnityEngine;
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@@ -12,6 +13,8 @@ namespace Cielonos.MainGame.Characters
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public partial class AnimationSubcontrollerBase : SubcontrollerBase<CharacterBase>
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{
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public Animator animator;
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public AnimatorStateMapper mapper;
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public Dictionary<DisruptionType, bool> disruptionStatus;
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@@ -34,6 +37,8 @@ namespace Cielonos.MainGame.Characters
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defaultAnimationGroup?.SetUp(this);
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disruptionStatus = new Dictionary<DisruptionType, bool>()
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{
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{ DisruptionType.ForcedAction , false},
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{ DisruptionType.ForcedExternal , false},
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{ DisruptionType.NormalExternal, false },
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{ DisruptionType.NormalAction, false },
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{ DisruptionType.Movement, false }
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@@ -77,6 +82,22 @@ namespace Cielonos.MainGame.Characters
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disruptionStatus[DisruptionType.NormalExternal] = currentIntervals.Any(interval => interval.intervalType == IntervalType.ExternalDisruption);
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disruptionStatus[DisruptionType.NormalAction] = currentIntervals.Any(interval => interval.intervalType == IntervalType.ActionDisruption);
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disruptionStatus[DisruptionType.Movement] = currentIntervals.Any(interval => interval.intervalType == IntervalType.MovementDisruption);
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if (fullBodyFuncAnimSm.currentRuntimeFuncAnim.HasIntervalType(IntervalType.ForcedActionDisruption))
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{
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disruptionStatus[DisruptionType.ForcedAction] = currentIntervals.Any(interval => interval.intervalType == IntervalType.ForcedActionDisruption);
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}
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else
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{
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disruptionStatus[DisruptionType.ForcedAction] = true;
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}
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if (fullBodyFuncAnimSm.currentRuntimeFuncAnim.HasIntervalType(IntervalType.ForcedExternalDisruption))
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{
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disruptionStatus[DisruptionType.ForcedExternal] = currentIntervals.Any(interval => interval.intervalType == IntervalType.ForcedExternalDisruption);
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}
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else
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{
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disruptionStatus[DisruptionType.ForcedExternal] = true;
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}
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isDuringRootMotion = currentIntervals.Any(interval => interval.intervalType == IntervalType.RootMotion);
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}
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}
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@@ -245,25 +266,26 @@ namespace Cielonos.MainGame.Characters
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if (direction == default || !animator.HasState(fullBodyActionIndex, Animator.StringToHash(getHitAnim)))
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{
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animator.CrossFade(getHitFrontAnim, normalizedTransitionDuration, fullBodyActionIndex, 0);
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animDuration = mapper.GetClip(getHitFrontAnim).length;
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}
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else
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{
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animator.CrossFade(getHitAnim, normalizedTransitionDuration, fullBodyActionIndex, 0);
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animDuration = mapper.GetClip(getHitAnim).length;
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}
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animDuration = animator.GetCurrentAnimatorStateInfo(fullBodyActionIndex).length;
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}
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else if (animator.HasState(fullBodyActionIndex, Animator.StringToHash(getHitAnimPrefix)))
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{
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getHitAnim = getHitAnimPrefix;
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animator.CrossFade(getHitAnim, normalizedTransitionDuration, fullBodyActionIndex, 0);
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animDuration = animator.GetCurrentAnimatorStateInfo(fullBodyActionIndex).length;
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animDuration = mapper.GetClip(getHitAnim).length;
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}
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else
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{
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if (animator.HasState(fullBodyActionIndex, Animator.StringToHash("GetHit")))
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{
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animator.CrossFade("GetHit", normalizedTransitionDuration, fullBodyActionIndex, 0);
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animDuration = animator.GetCurrentAnimatorStateInfo(fullBodyActionIndex).length;
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animDuration = mapper.GetClip("GetHit").length;
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}
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else
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{
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@@ -0,0 +1,160 @@
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using UnityEngine;
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using System.Collections.Generic;
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using Sirenix.OdinInspector; // 引入 Odin 命名空间
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#if UNITY_EDITOR
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using UnityEditor.Animations; // 仅编辑器下引用,用于解析Controller
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#endif
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namespace Cielonos.MainGame.Characters
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{
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public class AnimatorStateMapper
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{
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// --- 配置区域 ---
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[Title("Bake Settings")]
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[SerializeField, LabelText("Target Animator")]
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private Animator _targetAnimatorForBake;
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[TableList(ShowIndexLabels = true), Searchable] // Odin: 列表显示为表格,且支持搜索
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[SerializeField]
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private List<StateClipPair> _mappings = new List<StateClipPair>();
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// --- 运行时缓存 ---
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private Dictionary<string, AnimationClip> _clipDict;
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private bool _isInitialized = false;
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// --- 简单的数据结构 ---
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[System.Serializable]
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public struct StateClipPair
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{
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[ReadOnly] // 防止手动误改,建议通过Bake生成
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public string stateName;
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public AnimationClip clip;
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}
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public AnimatorStateMapper()
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{
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_mappings = new List<StateClipPair>();
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}
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// ========================================================================
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// Runtime API (供宿主调用)
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// ========================================================================
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/// <summary>
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/// 必须在宿主的 Awake 中调用此方法构建索引
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/// </summary>
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public void Initialize()
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{
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if (_isInitialized) return;
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_clipDict = new Dictionary<string, AnimationClip>(_mappings.Count);
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foreach (var pair in _mappings)
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{
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if (!string.IsNullOrEmpty(pair.stateName) && pair.clip != null)
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{
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// 防止重复Key报错,以后面的覆盖前面的(或者你可以选择忽略)
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_clipDict[pair.stateName] = pair.clip;
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}
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}
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_isInitialized = true;
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}
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public AnimationClip GetClip(string stateName)
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{
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if (!_isInitialized) Initialize();
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if (_clipDict.TryGetValue(stateName, out var clip))
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{
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return clip;
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}
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Debug.LogWarning($"[AnimatorStateMapper] 未找到 State: '{stateName}' 对应的 Clip。请检查是否已 Bake 或 State 名字是否正确。");
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return null;
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}
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public float GetClipLength(string stateName)
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{
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var clip = GetClip(stateName);
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return clip != null ? clip.length : 0f;
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}
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// ========================================================================
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// Editor Baking Logic (Odin Button)
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// ========================================================================
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#if UNITY_EDITOR
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public void Bake(Animator animator)
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{
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_targetAnimatorForBake = animator;
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var controller = _targetAnimatorForBake.runtimeAnimatorController as AnimatorController;
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// 处理 Override Controller 的情况
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if (controller == null && _targetAnimatorForBake.runtimeAnimatorController is AnimatorOverrideController overrideCtrl)
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{
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controller = overrideCtrl.runtimeAnimatorController as AnimatorController;
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}
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if (controller == null)
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{
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Debug.LogError("Animator 上未找到有效的 AnimatorController (或 AnimatorOverrideController) 资源!");
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return;
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}
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_mappings.Clear();
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int count = 0;
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// 递归遍历所有的 Layer 和 SubStateMachine
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foreach (var layer in controller.layers)
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{
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count += RecursiveProcessStateMachine(layer.stateMachine);
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}
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Debug.Log($"<color=green>Bake 完成!共提取了 {count} 个 State-Clip 映射。</color>");
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}
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private int RecursiveProcessStateMachine(AnimatorStateMachine stateMachine)
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{
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int count = 0;
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// 1. 遍历当前层级的 State
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foreach (var childState in stateMachine.states)
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{
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var state = childState.state;
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var motion = state.motion;
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// 仅处理直接引用 AnimationClip 的情况
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if (motion is AnimationClip clip)
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{
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_mappings.Add(new StateClipPair { stateName = state.name, clip = clip });
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count++;
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}
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// TODO: 如果需要支持 BlendTree,可以在这里扩展逻辑
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// else if (motion is BlendTree tree) { ... }
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}
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// 2. 递归遍历子状态机 (Sub-State Machines)
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foreach (var childMachine in stateMachine.stateMachines)
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{
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count += RecursiveProcessStateMachine(childMachine.stateMachine);
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}
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return count;
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}
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#endif
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}
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#if UNITY_EDITOR
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public partial class AnimationSubcontrollerBase
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{
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[Button]
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private void MapperBake()
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{
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mapper ??= new AnimatorStateMapper();
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mapper.Bake(animator);
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}
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}
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#endif
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 0ea4943f9bb92174fbf6dc844cadf580
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@@ -23,6 +23,9 @@ namespace Cielonos.MainGame.Characters
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[Title("Custom Parts")]
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public Dictionary<string, Transform> customBodyParts;
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[Title("Attachments")]
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public Dictionary<string, GameObject> attachments;
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}
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public partial class BodyPartsSubcontroller
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@@ -48,4 +51,14 @@ namespace Cielonos.MainGame.Characters
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return customBodyParts.GetValueOrDefault(partName);
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}
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}
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public partial class BodyPartsSubcontroller
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{
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public AuxiliaryDrone AuxiliaryDrone => GetAttachment("AuxiliaryDrone")?.GetComponent<AuxiliaryDrone>();
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public GameObject GetAttachment(string attachmentName)
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{
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return attachments.GetValueOrDefault(attachmentName);
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}
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}
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}
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@@ -11,6 +11,8 @@ namespace Cielonos.MainGame.Characters
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private void Update()
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{
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if (feedbacks == null) return;
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foreach (var feedbackUnit in feedbacks.Values)
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{
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float timeScaleMultiplier = owner.selfTimeSm.TimeScale;
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@@ -56,9 +56,7 @@ namespace Cielonos.MainGame.Characters
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if (owner is Player player)
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{
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dashRotation.y = player.viewSc.lockTargetModule.isUsingLockTargetCamera
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? player.viewSc.cameraRotationSm.cinemachineEndLockYaw + angle
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: player.viewSc.cameraRotationSm.cinemachineTargetYaw + angle;
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dashRotation.y = player.viewSc.playerCamera.transform.eulerAngles.y + angle;
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}
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else
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{
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@@ -5,7 +5,7 @@ using UnityEngine;
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namespace Cielonos.MainGame.Characters
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{
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public class ReactionSubcontroller : SubcontrollerBase<CharacterBase>
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public partial class ReactionSubcontroller : SubcontrollerBase<CharacterBase>
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{
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public Dictionary<BreakthroughType, bool> originalBreakthroughResistances;
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public Dictionary<BreakthroughType, bool> breakthroughResistances;
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@@ -20,8 +20,8 @@ namespace Cielonos.MainGame.Characters
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{
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{ BreakthroughType.None, true },
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{ BreakthroughType.Weak, true },
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{ BreakthroughType.Medium, true },
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{ BreakthroughType.Heavy, true },
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{ BreakthroughType.Medium, false },
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{ BreakthroughType.Heavy, false },
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{ BreakthroughType.Disruption, false },
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{ BreakthroughType.Forced, false },
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{ BreakthroughType.Unstoppable, false },
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@@ -31,8 +31,8 @@ namespace Cielonos.MainGame.Characters
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{
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{ BreakthroughType.None, true },
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{ BreakthroughType.Weak, true },
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{ BreakthroughType.Medium, true },
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{ BreakthroughType.Heavy, true },
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{ BreakthroughType.Medium, false },
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{ BreakthroughType.Heavy, false },
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{ BreakthroughType.Disruption, false },
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{ BreakthroughType.Forced, false },
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{ BreakthroughType.Unstoppable, false },
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@@ -61,4 +61,18 @@ namespace Cielonos.MainGame.Characters
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}
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}
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}
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public partial class ReactionSubcontroller
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{
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public void InitializeResistances(EnemyRank enemyRank)
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{
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if (enemyRank == EnemyRank.Nexus || enemyRank == EnemyRank.Core)
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{
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originalBreakthroughResistances[BreakthroughType.Medium] = true;
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originalBreakthroughResistances[BreakthroughType.Heavy] = true;
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breakthroughResistances[BreakthroughType.Medium] = true;
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breakthroughResistances[BreakthroughType.Heavy] = true;
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}
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}
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}
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}
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