using System; using System.Linq; using Cielonos.UI; using FIMSpace.FProceduralAnimation; using RootMotion.FinalIK; using SLSFramework.General; using SLSUtilities.FunctionalAnimation; using UnityEngine; using UnityEngine.InputSystem; namespace Cielonos.MainGame.Characters { public partial class PlayerAnimationSubcontroller : AnimationSubcontrollerBase, IPlayerSubcontroller { public Player player => owner as Player; public AnimatorOverrideController animatorOverride; public LegsAnimator legsAnimator; public override void Initialize() { base.Initialize(); player.operationSc.OnDash += delegate { fullBodyFuncAnimSm.Play("Dash"); }; player.operationSc.OnDodge += delegate { fullBodyFuncAnimSm.Play("Dodge"); }; } protected override void Update() { base.Update(); player.inputSc.preinputSubmodule.Update(isDuringPreinput, isAtActionDisruption); } protected override void LateUpdate() { base.LateUpdate(); } public override void RegisterDefaultFunctions() { base.RegisterDefaultFunctions(); registeredFunctions.Add("DashStart", anim => { player.landMovementSc.isDashing = true; player.landMovementSc.dashMoveMultiplier = anim.funcAnimData.variableCollection.GetVariable("DashMoveMultiplier"); PostProcessingManager.Instance.radialBlurSm.ModifyBlurRadius(0.2f); player.audioSc.PlayDashSound(); player.feedbackSc["Dash"]?.Play(); //player.renderSc.dashTrails.ForEach(ds => ds.active = true); //player.renderSc.dashTrails.ForEach(ds => ds.Restart()); DodgeSource defaultDodge = new DodgeSource(owner, null, "DefaultDodge", 0, "NormalDodge", "PerfectDodge", Mathf.Infinity, 0.2f); defaultDodge.onPerfectDodge = () => { PostProcessingManager.Instance.chromaticAberrationSm.SetIntensity(0.5f); PostProcessingManager.Instance.radialBlurSm.ModifyBlurRadius(0.2f); PostProcessingManager.Instance.tonemappingSm.SetContrast(1.35f); PostProcessingManager.Instance.tonemappingSm.SetSaturate(-2f); player.attributeSm["Energy"] += 25; player.attributeSm["Energy"] = Mathf.Min(player.attributeSm["Energy"], player.attributeSm["MaximumEnergy"]); PlayerCanvas.Instance.playerInfoUIArea.UpdateEnergy(); }; player.reactionSc.dodgeSm.ApplyDodge(defaultDodge); }); registeredFunctions.Add("DashEnd", anim => { player.landMovementSc.isDashing = false; player.landMovementSc.dashMoveMultiplier = 1; player.landMovementSc.isSprinting = true; //player.renderSc.dashTrails.ForEach(ds => ds.active = false); player.reactionSc.dodgeSm.RemoveDodge("DefaultDodge"); }); registeredFunctions.Add("DodgeStart", anim => { player.landMovementSc.isDashing = true; player.landMovementSc.dashMoveMultiplier = anim.funcAnimData.variableCollection.GetVariable("DashMoveMultiplier"); PostProcessingManager.Instance.radialBlurSm.ModifyBlurRadius(-0.2f); player.audioSc.PlayDashSound(); player.feedbackSc["Dodge"]?.Play(); //player.renderSc.dashTrails.ForEach(ds => ds.active = true); //player.renderSc.dashTrails.ForEach(ds => ds.Restart()); DodgeSource defaultDodge = new DodgeSource(owner, null, "DefaultDodge", 0, "NormalDodge", "PerfectDodge", Mathf.Infinity, 0.2f); defaultDodge.onPerfectDodge = () => { PostProcessingManager.Instance.chromaticAberrationSm.SetIntensity(0.5f); PostProcessingManager.Instance.radialBlurSm.ModifyBlurRadius(-0.2f); PostProcessingManager.Instance.tonemappingSm.SetContrast(1.35f); PostProcessingManager.Instance.tonemappingSm.SetSaturate(-2.2f); player.attributeSm["Energy"] += 25; player.attributeSm["Energy"] = Mathf.Min(player.attributeSm["Energy"], player.attributeSm["MaximumEnergy"]); PlayerCanvas.Instance.playerInfoUIArea.UpdateEnergy(); }; player.reactionSc.dodgeSm.ApplyDodge(defaultDodge); }); registeredFunctions.Add("DodgeEnd", anim => { player.landMovementSc.isDashing = false; player.landMovementSc.dashMoveMultiplier = 1; //player.renderSc.dashTrails.ForEach(ds => ds.active = false); player.reactionSc.dodgeSm.RemoveDodge("DefaultDodge"); }); } } 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); } } }