做不出来

This commit is contained in:
SoulliesOfficial
2026-06-30 01:48:58 -04:00
parent 9a9e48f8a5
commit ddd387ef35
132 changed files with 8945 additions and 2943 deletions

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using System;
using DG.Tweening;
using SLSUtilities.General;
using UnityEngine;
using UnityEngine.AI;
namespace Cielonos.MainGame.Characters
{
public partial class LandMovementSubcontroller : MovementSubcontrollerBase
{
protected AnimationSubcontrollerBase animationSc => owner.animationSc;
protected Animator animator => animationSc.animator;
protected virtual void OnAnimatorMove()
{
movementModifier = Vector3.zero;
if (owner.animationSc.isDuringRootMotion)
{
UpdateRootMotionMovement();
}
else
{
UpdateRegularMovement();
}
ApplyGravity();
UpdateFinalMovement();
}
protected virtual void Update()
{
isOnGround = groundDetector.DetectGround();
if (owner.movementSc.dodgeIntervalTimer > 0f)
{
owner.movementSc.dodgeIntervalTimer -= DeltaTime;
}
}
}
public partial class LandMovementSubcontroller
{
/// <summary>
/// 如果角色当前在空中,强制其落地。
/// </summary>
public void ForceLanding()
{
if(isOnGround) return;
if (groundDetector.GetGroundPosition(out Vector3 landingPosition))
{
jumpVelocity = 0;
gravitationalMovement = Vector3.zero;
if (owner.collisionSc.useCharacterController)
{
owner.collisionSc.characterController.enabled = false;
owner.transform.position = landingPosition + new Vector3(0, groundDetector.groundedOffset + 0.1f, 0);
owner.collisionSc.characterController.enabled = true;
}
else
{
owner.collisionSc.mainRigidbody.position = landingPosition + new Vector3(0, groundDetector.groundedOffset + 0.1f, 0);
}
}
}
}
public partial class LandMovementSubcontroller
{
void UpdateRootMotionMovement()
{
Quaternion originalDeltaRotation = animator.deltaRotation;
characterTransform.rotation *= originalDeltaRotation;
Vector3 originalDeltaPosition = animator.deltaPosition;
Vector3 localDeltaPosition = characterTransform.InverseTransformDirection(originalDeltaPosition);
Vector3 adjustedLocalDeltaPosition = new Vector3(
localDeltaPosition.x * rootMotionMultiplier.x,
localDeltaPosition.y,
localDeltaPosition.z * rootMotionMultiplier.z);
Vector3 adjustedDeltaPosition = characterTransform.TransformDirection(adjustedLocalDeltaPosition);
if (isDashing || isDodging)
{
Vector3 deltaPosition = adjustedLocalDeltaPosition;
deltaPosition.z *= isDashing ? dashMoveMultiplier : dodgeMoveMultiplier;
horizontalMovement = characterTransform.TransformDirection(deltaPosition);
}
else
{
horizontalMovement = adjustedDeltaPosition;
}
verticalMovement = new Vector3(0, animator.deltaPosition.y * rootMotionMultiplier.y, 0);
if ( /*!player.statusModule.CanMove ||*/ animationSc.isDisablingMoveXZ)
{
horizontalMovement = Vector3.zero;
}
if (animationSc.isDisablingMoveY)
{
verticalMovement = Vector3.zero;
}
}
private void UpdateRegularMovement()
{
horizontalMovement = targetDirection.normalized * (moveSpeed * DeltaTime);
verticalMovement = Vector3.zero;
}
/// <summary>落地检测的最短延迟(秒),避免起飞瞬间误判在地面上。</summary>
private const float LAUNCH_GROUND_CHECK_DELAY = 0.1f;
protected virtual void ApplyGravity()
{
if (!isApplyingGravity)
{
currentGravity = Vector3.zero;
gravitationalMovement = Vector3.zero;
return;
}
// 击飞脉冲活跃时Y 轴位移由 ImpulseSubmodule 接管
if (impulseSm.launchImpulse.IsActive)
{
// 抛物线落地检测:度过起飞延迟且已在下落阶段且触地 → 结束击飞
if (impulseSm.launchImpulse.IsParabolic
&& impulseSm.launchImpulse.ElapsedTime > LAUNCH_GROUND_CHECK_DELAY
&& impulseSm.launchImpulse.SampleSignedSpeed() <= 0f
&& groundDetector.isOnGround)
{
impulseSm.ClearLaunch();
// 不 return — 落地后立即走正常的 isOnGround 重力分支
}
else
{
currentGravity = Vector3.zero;
gravitationalMovement = Vector3.zero;
return;
}
}
if (groundDetector.isOnGround)
{
currentGravity = Vector3.zero;
gravitationalMovement = Vector3.zero;
movementModifier += Vector3.down * DeltaTime;
return;
}
currentGravity = normalGravity * Vector3.down * DeltaTime;
gravitationalMovement += currentGravity * DeltaTime;
}
protected virtual void UpdateFinalMovement()
{
horizontalMovement.y = 0;
verticalMovement.x = 0;
verticalMovement.z = 0;
initiativeMovementVelocity = horizontalMovement + (verticalMovement * verticalMoveMultiplier);
Vector3 jumpMove = new Vector3(0, jumpVelocity * DeltaTime, 0);
Vector3 forceMove = impulseSm.Update(DeltaTime);
finalMovementVelocity = initiativeMovementVelocity +
gravitationalMovement * verticalMoveMultiplier * gravityMultiplier +
forceMove +
jumpMove * verticalMoveMultiplier;
}
protected Vector3 pendingPhysicsMovement;
protected virtual void InitiativeMove()
{
if (owner.collisionSc.useCharacterController && owner.collisionSc.characterController.enabled)
{
owner.collisionSc.characterController.Move(finalMovementVelocity + movementModifier);
}
else
{
pendingPhysicsMovement += finalMovementVelocity + movementModifier;
}
}
protected virtual void FixedUpdate()
{
if (pendingPhysicsMovement != Vector3.zero && !owner.collisionSc.useCharacterController)
{
if (owner.collisionSc.mainRigidbody != null)
{
Vector3 startPosition = owner.collisionSc.mainRigidbody.position;
owner.collisionSc.mainRigidbody.MovePosition(startPosition + pendingPhysicsMovement);
}
pendingPhysicsMovement = Vector3.zero;
}
}
}
public partial class LandMovementSubcontroller
{
private void OnDrawGizmos()
{
if (!Application.isPlaying) return;
float groundedOffset = groundDetector?.groundedOffset ?? 0.05f;
float groundedRadius = groundDetector?.groundedLength ?? 0.1f;
float predictDistance = -character.movementSc.finalMovementVelocity.y;
float adjustedRadius = groundedRadius + Mathf.Max(0, predictDistance);
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position - new Vector3(0, groundedOffset, 0), adjustedRadius);
}
}
}

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using System;
using DG.Tweening;
using Sirenix.OdinInspector;
using SLSUtilities.General;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.Serialization;
using Cielonos.MainGame.Effects;
namespace Cielonos.MainGame.Characters
{
public partial class MovementSubcontrollerBase : SubcontrollerBase<CharacterBase>
{
protected CharacterBase character => owner;
protected float DeltaTime => owner.selfTimeSm.DeltaTime;
[Tooltip("角色旋转方式ByMovement为ARPG式默认移动旋转ByAiming为八向移动")]
public CharacterRotationType rotationType;
public ImpulseSubmodule impulseSm;
[HideInEditorMode]
public Transform characterTransform;
public override void Initialize()
{
base.Initialize();
impulseSm ??= new ImpulseSubmodule(this);
canMove = new CompoundBool(true);
canRotate = new CompoundBool(true);
canDash = true;
canDodge = true;
canJump = true;
maxJumpCount = 1;
currentJumpCount = 0;
isApplyingGravity = true;
characterTransform = character.transform;
if (owner is Player)
{
var groundMasks = LayerMask.GetMask("Default", "Enemy", "Wall", "Ground", "FadableEnvironment", "UnfadableEnvironment");
groundDetector ??= new GroundDetector(owner, 0.1f, 0.1f, 0.05f, groundMasks);
}
else
{
groundDetector ??= new GroundDetector(owner, 0.1f, 0.1f, 0.05f,
LayerMask.GetMask("Default", "Wall", "Ground", "FadableEnvironment", "UnfadableEnvironment"));
}
}
public void SmartTurnToTarget(CharacterBase target, float maxTurnAngle = 360f, bool isInstant = false)
{
Vector3 directionToTarget = (target.CenterPoint.position - owner.CenterPoint.position).Flatten();
if (directionToTarget.sqrMagnitude < 0.001f) return;
float angleToTarget = Vector3.SignedAngle(owner.transform.forward, directionToTarget, Vector3.up);
float absAngle = Mathf.Abs(angleToTarget);
// 超过最大角度不转身
if (absAngle > maxTurnAngle) return;
// 小角度瞬间转身
if (absAngle <= 45f)
{
owner.transform.rotation = Quaternion.LookRotation(directionToTarget);
}
// 大角度平滑转身
else
{
float duration = Mathf.Lerp(0.1f, 0.2f, (absAngle - 45f) / 135f);
if(!isInstant) owner.transform.DORotateQuaternion(Quaternion.LookRotation(directionToTarget), duration).Play();
else owner.transform.rotation = Quaternion.LookRotation(directionToTarget);
}
}
public void TurnToTargetByAngle(CharacterBase target, float angularSpeed)
{
Vector3 directionToTarget = (target.transform.position - characterTransform.position).Flatten();
if (directionToTarget == Vector3.zero) return;
float targetAngle = Mathf.Atan2(directionToTarget.x, directionToTarget.z) * Mathf.Rad2Deg;
float currentAngle = characterTransform.eulerAngles.y;
float newAngle = Mathf.MoveTowardsAngle(currentAngle, targetAngle, angularSpeed * DeltaTime);
characterTransform.rotation = Quaternion.Euler(0, newAngle, 0);
}
public void TurnToDirection(Vector3 direction, float duration = 0f)
{
Vector3 targetDirection = direction.Flatten();
if (targetDirection == Vector3.zero) return;
Quaternion targetRotation = Quaternion.LookRotation(targetDirection);
characterTransform.DORotateQuaternion(targetRotation, duration).Play();
}
}
public partial class MovementSubcontrollerBase
{
[TitleGroup("Ground")]
[Tooltip("留空以使用默认配置")]
public GroundDetector groundDetector;
public bool isOnGround;
[TitleGroup("XZ Movement")]
public CompoundBool canMove;
public bool is8WayMovement;
public float moveSpeed;
public float moveAcceleration;
public float moveDeceleration;
public bool isSprinting;
public float sprintSpeedMultiplier = 1.5f;
public float runningTime;
[TitleGroup("Y Movement & Jump")]
public bool canJump;
public int maxJumpCount;
/// <summary> 当前已使用的跳跃次数(含首次跳跃),落地时重置为 0。 </summary>
public int currentJumpCount;
public float jumpForce = 15f;
public float normalGravity = 40f;
public float jumpGravity = 60f;
public bool isStartJumping;
public bool isJumping;
public bool isExtraJumping;
public float jumpVelocity;
public float jumpTime;
public float jumpHeldTime;
public bool isJumpLanding;
[TitleGroup("Rush Stop")]
public bool isRushStopping;
public bool rushStopped;
[TitleGroup("Rotation")]
public CompoundBool canRotate;
public float targetRotation;
public Vector3 targetDirection;
public float rotationVelocity;
public float rotationSmoothTime;
[TitleGroup("Gravity")]
public bool isApplyingGravity;
public Vector3 currentGravity;
public float gravityMultiplier = 1;
[TitleGroup("Dash")]
public bool canDash;
public bool isDashing;
public bool afterDash;
public float dashMoveMultiplier = 3;
public float overrideDashMoveMultiplier = -1;
[TitleGroup("Dodge")]
public bool canDodge;
public bool isDodging;
public bool afterDodge;
public float dodgeMoveMultiplier = 1;
public float overrideDodgeMoveMultiplier = -1;
/// <summary> 闪避/冲刺间隔剩余冷却时间(秒),> 0 时禁止新的闪避/冲刺 </summary>
public float dodgeIntervalTimer;
[TitleGroup("Root Motion")]
public Vector3 rootMotionMultiplier = Vector3.one;
//public float rootMotionMoveXMultiplier = 1;
//public float rootMotionMoveYMultiplier = 1;
//public float rootMotionMoveZMultiplier = 1;
[TitleGroup("Final Movement Calculation")]
public Vector3 horizontalMovement;
public Vector3 verticalMovement;
public float verticalMoveMultiplier = 1;
public Vector3 jumpMovement;
public Vector3 gravitationalMovement;
public Vector3 initiativeMovementVelocity;
public Vector3 movementModifier;
public Vector3 finalMovementVelocity;
}
public partial class MovementSubcontrollerBase
{
public enum CharacterRotationType
{
ByAiming,
ByMovement,
}
}
}

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using System;
using UnityEngine;
using UnityEngine.AI;
using Cielonos.MainGame.Effects;
using SLSUtilities.General;
namespace Cielonos.MainGame.Characters
{
public partial class MovementSubcontrollerBase
{
/// <summary>
/// 根据目标敌人的碰撞体边缘,计算不产生重叠/挤压的安全折跃落脚点。
/// </summary>
/// <param name="target">折跃目标</param>
/// <param name="stopDistance">目标表面前的停止缓冲距离(默认为 1.0f</param>
/// <returns>安全世界坐标</returns>
public Vector3 GetSafePositionNearTarget(CharacterBase target, float stopDistance = 1.0f)
{
if (target == null)
{
return owner.transform.position;
}
Vector3 selfPos = owner.transform.position;
Vector3 targetPos = target.transform.position;
// 计算平面方向向量
Vector3 dir = (targetPos - selfPos).Flatten();
if (dir.sqrMagnitude < 0.001f)
{
dir = owner.transform.forward;
}
else
{
dir.Normalize();
}
// 获取双方的碰撞半径(如果有 CharacterController
float selfRadius = 0.5f;
float targetRadius = 0.5f;
if (owner.collisionSc != null && owner.collisionSc.characterController != null)
{
selfRadius = owner.collisionSc.characterController.radius;
}
else
{
var cc = owner.GetComponent<CharacterController>();
if (cc != null) selfRadius = cc.radius;
}
if (target.collisionSc != null && target.collisionSc.characterController != null)
{
targetRadius = target.collisionSc.characterController.radius;
}
else
{
var cc = target.GetComponent<CharacterController>();
if (cc != null) targetRadius = cc.radius;
}
// 安全距离 = 双方半径之和 + 额外的缓冲停止距离
float safeDistance = selfRadius + targetRadius + stopDistance;
// 目标点位于:目标中心 沿着 玩家至目标的方向 往回拉 safeDistance 距离
Vector3 finalDest = targetPos - dir * safeDistance;
// 保持 Y 轴与目标地面或自身对齐(避免陷地或腾空)
finalDest.y = targetPos.y;
return finalDest;
}
/// <summary>
/// 瞬移/闪现至目标位置(支持高速移动过程)
/// </summary>
/// <param name="destination">目标位置</param>
/// <param name="duration">移动时间(秒)。若为 0 则为即时瞬移</param>
/// <param name="onComplete">瞬移完成后(或即时瞬移时)的回调函数,可用于生成 VFX/音效</param>
public void Teleport(Vector3 destination, float duration, Action onComplete = null)
{
// 1. 进行 NavMesh 采样验证(寻找最近的可行进点)
Vector3 validDestination = destination;
if (NavMesh.SamplePosition(destination, out NavMeshHit hit, 5.0f, NavMesh.AllAreas))
{
validDestination = hit.position;
}
// 2. 如果是即时瞬移duration <= 0
if (duration <= 0f)
{
PerformMove(validDestination);
onComplete?.Invoke();
return;
}
// 3. 带有延迟/移动过程的瞬移
// 记录起始点
Vector3 startPos = owner.transform.position;
// 赋予无敌状态(防受击)
owner.statusSm.AddStatus(StatusType.Invincible, duration);
// 锁定移动和旋转输入(使用高优先级 99 隔离普通移动控制)
canMove.Modify(false, 99);
canRotate.Modify(false, 99);
// 开启残影生成(位移开始时生成单个残影)
var afterImageGen = owner.GetComponent<AfterImageGenerator>();
if (afterImageGen != null)
{
afterImageGen.CreateAfterImageSnapshot();
}
// 获取并临时关闭物理/寻路组件,避免移动中碰撞卡顿或位置拉回
var agent = owner.GetComponent<NavMeshAgent>();
bool wasAgentActive = agent != null && agent.isActiveAndEnabled;
if (wasAgentActive)
{
agent.enabled = false;
}
var cc = owner.collisionSc != null ? owner.collisionSc.characterController : null;
bool wasCcActive = cc != null && cc.enabled;
if (wasCcActive)
{
cc.enabled = false;
}
var rb = owner.collisionSc != null ? owner.collisionSc.mainRigidbody : null;
bool wasRbKinematic = rb != null && rb.isKinematic;
if (rb != null)
{
rb.isKinematic = true;
}
// 使用本地计时器,更新过程中的插值位移
float elapsed = 0f;
owner.selfTimeSm.AddLocalTimer(duration,
onComplete: () =>
{
// 确保移动完毕并最终强制对齐
owner.transform.position = validDestination;
// 恢复组件状态
if (rb != null)
{
rb.isKinematic = wasRbKinematic;
}
if (cc != null && wasCcActive)
{
cc.enabled = true;
}
if (agent != null && wasAgentActive)
{
agent.enabled = true;
agent.Warp(validDestination);
}
// 解锁移动和旋转输入
canMove.Modify(true, 99);
canRotate.Modify(true, 99);
// 触发完成回调
onComplete?.Invoke();
},
onUpdate: () =>
{
elapsed += DeltaTime;
float t = Mathf.Clamp01(elapsed / duration);
Vector3 currentPos = Vector3.Lerp(startPos, validDestination, t);
// 平滑设置物理和变换位置
if (rb != null)
{
rb.position = currentPos;
}
owner.transform.position = currentPos;
}
);
}
/// <summary>
/// 底层物理突变移动处理
/// </summary>
private void PerformMove(Vector3 targetPos)
{
var agent = owner.GetComponent<NavMeshAgent>();
if (agent != null && agent.isActiveAndEnabled)
{
agent.Warp(targetPos);
}
else if (owner.collisionSc != null)
{
if (owner.collisionSc.useCharacterController && owner.collisionSc.characterController != null)
{
owner.collisionSc.characterController.enabled = false;
owner.transform.position = targetPos;
owner.collisionSc.characterController.enabled = true;
}
else if (owner.collisionSc.mainRigidbody != null)
{
owner.collisionSc.mainRigidbody.position = targetPos;
owner.transform.position = targetPos;
}
else
{
owner.transform.position = targetPos;
}
}
else
{
owner.transform.position = targetPos;
}
}
}
}

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