using System; using System.Collections.Generic; using System.Linq; using Sirenix.OdinInspector; using SLSUtilities.General; using SLSUtilities.FunctionalAnimation; using UnityEngine; namespace Cielonos.MainGame.Characters { /// /// 动画子控制器基类。 /// 负责管理角色的核心 Animator、动作覆盖、打断状态以及受击时的骨骼抖动物理效果。 /// public partial class AnimationSubcontrollerBase : SubcontrollerBase { #region Fields & Properties [TitleGroup("Animator Settings", "底层状态机配置", Alignment = TitleAlignments.Centered)] public Animator animator; public AnimatorStateMapper mapper; [TitleGroup("Functional Animation Submodules", "动作播放子模块", Alignment = TitleAlignments.Centered)] public FuncAnimSubmodule fullBodyFuncAnimSm; public FuncAnimSubmodule upperBodyFuncAnimSm; [TitleGroup("State Flags & Intervals", "打断状态与控制标志", Alignment = TitleAlignments.Centered)] public Dictionary disruptionStatus; public bool isDuringRootMotion; public bool isDisablingMoveXZ; public bool isDisablingMoveY; public List LastFrameIntervals { get; private set; } public List CurrentIntervals { get; private set; } [TitleGroup("Callbacks", "事件回调注册表", Alignment = TitleAlignments.Centered)] public Dictionary> registeredFunctions; [TitleGroup("Bone Shake Settings", "受击骨骼微震动参数", Alignment = TitleAlignments.Centered)] public BoneShakeController boneShake = new BoneShakeController(); #endregion #region Initialization public override void Initialize() { base.Initialize(); fullBodyFuncAnimSm = new FuncAnimSubmodule(this, "FullBodyAction"); upperBodyFuncAnimSm = new FuncAnimSubmodule(this, "UpperBodyAction"); registeredFunctions = new Dictionary>(); disruptionStatus = new Dictionary() { { DisruptionType.ForcedAction , false}, { DisruptionType.ForcedExternal , false}, { DisruptionType.NormalExternal, false }, { DisruptionType.NormalAction, false }, { DisruptionType.Movement, false } }; LastFrameIntervals = new List(); CurrentIntervals = new List(); RegisterDefaultFunctions(); } public virtual void RegisterDefaultFunctions() { // 在派生类中扩展具体的动作事件回调注册 } #endregion #region Unity Lifecycle (Update & LateUpdate) protected virtual void Update() { if (owner.statusSm.isDead) { return; } fullBodyFuncAnimSm?.UpdateTime(); UpdateIntervalInfo(); } protected virtual void LateUpdate() { fullBodyFuncAnimSm?.UpdateEvents(); // BoneShakeController 必须在 LateUpdate 中运行, // 以确保在 Animator 更新完骨骼姿势后再叠加震动偏转 boneShake.LateUpdate(owner.selfTimeSm.DeltaTime); } #endregion #region Interval Evaluation protected virtual void UpdateIntervalInfo() { if (fullBodyFuncAnimSm?.currentRuntimeFuncAnim == null) { isDuringRootMotion = false; return; } RuntimeFuncAnim currentFuncAnim = fullBodyFuncAnimSm.currentRuntimeFuncAnim; LastFrameIntervals = CurrentIntervals; CurrentIntervals = currentFuncAnim.GetEnablingIntervals(); disruptionStatus[DisruptionType.NormalExternal] = CurrentIntervals.Any(interval => interval.intervalType == IntervalType.ExternalDisruption); disruptionStatus[DisruptionType.NormalAction] = CurrentIntervals.Any(interval => interval.intervalType == IntervalType.ActionDisruption); disruptionStatus[DisruptionType.Movement] = CurrentIntervals.Any(interval => interval.intervalType == IntervalType.MovementDisruption); if (currentFuncAnim.HasIntervalType(IntervalType.ForcedActionDisruption)) { disruptionStatus[DisruptionType.ForcedAction] = CurrentIntervals.Any(interval => interval.intervalType == IntervalType.ForcedActionDisruption); } else { disruptionStatus[DisruptionType.ForcedAction] = true; } if (currentFuncAnim.HasIntervalType(IntervalType.ForcedExternalDisruption)) { disruptionStatus[DisruptionType.ForcedExternal] = CurrentIntervals.Any(interval => interval.intervalType == IntervalType.ForcedExternalDisruption); } else { disruptionStatus[DisruptionType.ForcedExternal] = true; } isDuringRootMotion = currentFuncAnim.funcAnimData.animInfo.useRootMotion && CurrentIntervals.Any(interval => interval.intervalType == IntervalType.RootMotion); } #endregion #region Hit Feedbacks public virtual void PlayGetHitBoneShake(float intensity, Vector3 direction = default) { boneShake.ApplyShake(intensity, direction); } public virtual void PlayGetHitAnimation(string funcAnimName, out float animDuration, Vector3 direction = default) { animDuration = 0.2f; if (fullBodyFuncAnimSm.Play(funcAnimName)) { FuncAnimInterval interval = fullBodyFuncAnimSm.currentData.Interval(IntervalType.MovementDisruption); animDuration = MathExtensions.Average(interval.StartTime, interval.EndTime); } } #endregion } }