using System; using System.Linq; using RootMotion.FinalIK; using SLSUtilities.General; using SLSUtilities.FunctionalAnimation; using UnityEngine; namespace Cielonos.MainGame.Characters { public partial class PlayerAnimationSubcontroller : AnimationSubcontrollerBase { public Player player => owner as Player; public FunctionalAnimationSubmodule upperBodyFuncAnimSm; public AnimatorOverrideController animatorOverride; public FullBodyBipedIK fullBodyBipedIK; public GrounderFBBIK grounderFBBIK; public override void Initialize() { base.Initialize(); upperBodyFuncAnimSm = new FunctionalAnimationSubmodule(this, "UpperBodyAction"); player.operationSc.OnDash += (inputDirection, length) => { if (player.statusSm.HasStatus(StatusType.Stun)) { return; } SetupDash(inputDirection, true, length); }; player.operationSc.OnDodge += (length)=> { if (player.statusSm.HasStatus(StatusType.Stun)) { return; } SetupDodge(length); }; } protected override void Update() { base.Update(); upperBodyFuncAnimSm?.UpdateTime(); player.inputSc.preinputSubmodule.Update(isDuringPreinput, isAtActionDisruption); } protected override void LateUpdate() { base.LateUpdate(); upperBodyFuncAnimSm?.UpdateEvents(); } public override void RegisterDefaultFunctions() { base.RegisterDefaultFunctions(); registeredFunctions.Add("DashStart", anim => DashStart()); registeredFunctions.Add("DashEnd", anim => DashEnd()); registeredFunctions.Add("DodgeStart", anim => DodgeStart()); registeredFunctions.Add("DodgeEnd", anim => DodgeEnd()); } } public partial class PlayerAnimationSubcontroller { public bool isDuringPreinput; public bool isAtActionDisruption; protected override void UpdateIntervalInfo() { base.UpdateIntervalInfo(); isDuringPreinput = currentIntervals.Any(interval => interval.intervalType == IntervalType.Preinput); isAtActionDisruption = lastFrameIntervals.SwitchOut(currentIntervals, (interval) => interval.intervalType == IntervalType.Preinput); } } public partial class PlayerAnimationSubcontroller { /// /// 计算冲刺时的摄像机倾斜角度 /// /// 冲刺输入的平整化方向 (y=0, normalized) /// 摄像机的平整化前方 (y=0, normalized) /// Vector3(Pitch角度, 0, Roll角度) public Vector3 CalculateDashAngles(Vector3 dashDir, Vector3 camFwd) { // 1. 确保输入向量是归一化的(以防万一) Vector3 d = dashDir.normalized; Vector3 f = camFwd.normalized; // 2. 通过叉乘获取摄像机的水平右方向 (camRight) // 在左手坐标系(Unity)中,Up x Forward = Right Vector3 r = Vector3.Cross(Vector3.up, f); // 3. 计算投影权重 (范围在 -1 到 1 之间) // forwardWeight: 1表示完全同向,-1表示完全反向 float forwardWeight = Vector3.Dot(d, f); // sideWeight: 1表示向右冲,-1表示向左冲 float sideWeight = Vector3.Dot(d, r); // 4. 定义倾斜强度系数 (控制在 1.5度 左右) const float tiltIntensity = 1.5f; // 5. 计算最终角度 // x 轴旋转 (Pitch):正值向下倾斜(向前冲),负值向上倾斜(向后退) float pitch = forwardWeight * tiltIntensity; // z 轴旋转 (Dutch/Roll): // 注意:向右冲时(sideWeight=1),通常相机向左倾斜(z为负值)更有动感 float roll = -sideWeight * tiltIntensity; return new Vector3(pitch, 0, roll); } } }