This commit is contained in:
SoulliesOfficial
2025-12-22 23:27:18 -05:00
parent a2052bfe16
commit eaa688c7a9
21 changed files with 12530 additions and 10078 deletions

View File

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@@ -12,7 +12,6 @@ Material:
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@@ -24,6 +23,7 @@ Material:
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@@ -56,7 +56,7 @@ namespace Cielonos.MainGame.Characters
if (owner is Player player)
{
dashRotation.y = player.viewSc.isLockedOn
dashRotation.y = player.viewSc.isLockingTarget
? player.viewSc.cameraRotationSm.cinemachineEndLockYaw + angle
: player.viewSc.cameraRotationSm.cinemachineTargetYaw + angle;
}

View File

@@ -99,9 +99,9 @@ namespace Cielonos.MainGame.Characters
{
if (IsMoving)
{
Vector3 direction = new Vector3(Move.x, 0, Move.y);
operation.Dash(direction);
preinputSubmodule.RegisterPreinputAction(() => operation.Dash(direction), 10);
Vector3 inputDirection = new Vector3(Move.x, 0, Move.y);
operation.Dash(inputDirection);
preinputSubmodule.RegisterPreinputAction(() => operation.Dash(inputDirection), 10);
}
else
{

View File

@@ -21,11 +21,11 @@ namespace Cielonos.MainGame.Characters
public override void Initialize()
{
base.Initialize();
player.operationSc.OnDash += delegate(Vector3 dashDirection)
player.operationSc.OnDash += delegate(Vector3 inputDirection)
{
player.landMovementSc.TurnToDirection(dashDirection);
Vector3 cameraForward = player.viewSc.playerCamera.transform.forward.Flatten();
Vector3 dashCameraRotation = CalculateDashAngles(dashDirection, cameraForward);
player.landMovementSc.TurnToDirection(inputDirection);
Vector3 dashCameraRotation = CalculateDashAngles(inputDirection, cameraForward);
player.feedbackSc["Dash"].feedback.GetFeedbackOfType<MMF_CinemachineRotation>().RotationAmplitude = dashCameraRotation;
player.feedbackSc["Dash"].feedback.GetFeedbackOfType<MMF_RadialBlur>().TargetCenter = player.GetNormalizedScreenPosition();
fullBodyFuncAnimSm.Play("Dash");

View File

@@ -64,6 +64,12 @@ namespace Cielonos.MainGame.Characters
viewSc.cameraRoot.rotation = Quaternion.Euler(
cinemachineTargetPitch + cameraAngleOverride /*- viewSc.muzzleLiftModule.currentMuzzlePositionY*/, cinemachineTargetYaw, 0.0f);
if (viewSc.isLockingTarget)
{
cinemachineEndLockYaw = viewSc.lockOnCamera.transform.eulerAngles.y;
}
/*
if (player.motionController.characterRotationType == PlayerMotionController.CharacterRotationType.ByAiming)
{

View File

@@ -18,7 +18,7 @@ namespace Cielonos.MainGame.Characters
public CinemachineStateDrivenCamera stateDrivenCamera;
public CinemachineCamera freeLookCamera;
public CinemachineCamera lockOnCamera;
public bool isLockedOn = false;
[FormerlySerializedAs("isLockedOn")] public bool isLockingTarget = false;
public bool isLockedSetRoot;
public CharacterBase testEnemy;
public Transform testEnemyTarget;
@@ -43,7 +43,7 @@ namespace Cielonos.MainGame.Characters
{
if (Keyboard.current.tabKey.wasPressedThisFrame)
{
if (!isLockedOn)
if (!isLockingTarget)
{
SwitchToLockTarget( testEnemyTarget );
}
@@ -56,9 +56,11 @@ namespace Cielonos.MainGame.Characters
private void LateUpdate()
{
if (!isLockedOn)
cameraRotationSm.Update();
if (!isLockingTarget)
{
cameraRotationSm.Update();
}
else
{
@@ -72,7 +74,7 @@ namespace Cielonos.MainGame.Characters
void SwitchToLockTarget(Transform target)
{
testEnemyTarget = target;
isLockedOn = true;
isLockingTarget = true;
isLockedSetRoot = false;
// --- CM3 核心操作 ---
@@ -91,7 +93,7 @@ namespace Cielonos.MainGame.Characters
{
cameraRotationSm.SyncRotationWithCamera(playerCamera);
isLockedOn = false;
isLockingTarget = false;
// --- CM3 核心操作 ---
// 1. 重置 LookAt 目标

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WireConnection;14;0;13;0
WireConnection;38;1;37;2
WireConnection;38;2;36;0
@@ -3470,4 +3470,4 @@ WireConnection;2;2;21;0
WireConnection;2;6;14;0
WireConnection;2;7;26;0
ASEEND*/
//CHKSM=D4D1793DDCE4AAC017A901E34E617821CA631618
//CHKSM=DBE9B409C8685D72B33415B93E52A0A44A5296BF

View File

@@ -16,7 +16,7 @@ PluginImporter:
settings:
Exclude Editor: 1
Editor:
enabled: 0
enabled: 1
settings:
CPU: x86
DefaultValueInitialized: true

View File

@@ -8,35 +8,35 @@ TagManager:
- Default
- TransparentFX
- Ignore Raycast
- Layer3
-
- Water
- UI
- Player
- Enemy
- HurtBox
- Layer9
-
- AttackAreaVFX
- DecoVFX
- Layer12
- HUD
- FadableEnvironment
- UnfadableEnvironment
- Wall
- Ground
- Layer17
- Layer18
- Layer19
- Layer20
- Layer21
- Layer22
- Layer23
- Layer24
- Layer25
- Layer26
- Layer27
- Layer28
- Layer29
- Layer30
- Layer31
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
m_SortingLayers:
- name: Default
uniqueID: 0