using System;
using System.Collections.Generic;
using System.Linq;
using Sirenix.OdinInspector;
using SLSUtilities.General;
using SLSUtilities.FunctionalAnimation;
using UnityEngine;
using UnityEngine.Serialization;
using Random = UnityEngine.Random;
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;
#region Bone Shake Fields
[TitleGroup("Bone Shake Settings", "受击骨骼震动物理参数", Alignment = TitleAlignments.Centered)]
[Tooltip("刚度:越大回弹越快。对于重型机甲,建议 150-300;轻型无人机建议 80-150。")]
public float stiffness = 200f;
[Tooltip("阻尼:越大停得越快,建议 10-20。")]
public float damping = 15f;
[Tooltip("冲击力倍率:将受击强度转化为震动初速度")]
public float impactForceMultiplier = 500f;
[Tooltip("参与受击震动的测试骨骼列表")]
public List testShakeBones;
private List activeShakes = new List();
private class BoneShakeState
{
public Transform bone;
public Vector3 shakeAxis;
public float currentAngle = 0f;
public float velocity = 0f;
}
#endregion
#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();
BoneShakeLateUpdate();
}
#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 Bone Shake Core
private void BoneShakeLateUpdate()
{
float dt = owner.selfTimeSm.DeltaTime;
for (int i = activeShakes.Count - 1; i >= 0; i--)
{
var state = activeShakes[i];
if (state.bone == null) {
activeShakes.RemoveAt(i);
continue;
}
// 阻尼弹簧物理公式 (Hooke's Law + Damping): F = -k * x - d * v
float force = -stiffness * state.currentAngle - damping * state.velocity;
state.velocity += force * dt;
state.currentAngle += state.velocity * dt;
// 应用偏转角度
Quaternion shakeRot = Quaternion.AngleAxis(state.currentAngle, state.shakeAxis);
state.bone.localRotation = state.bone.localRotation * shakeRot;
// 能量极小时剔除,避免持续旋转计算开销
if (Mathf.Abs(state.currentAngle) < 0.1f && Mathf.Abs(state.velocity) < 0.1f)
{
activeShakes.RemoveAt(i);
}
}
}
public void ApplyBoneShake(Transform hitBone, Vector3 hitDirection, float intensity)
{
var state = activeShakes.Find(x => x.bone == hitBone);
if (state == null)
{
state = new BoneShakeState();
state.bone = hitBone;
activeShakes.Add(state);
}
// 给予物理弹簧初速度 (Impulse)
state.velocity += intensity * impactForceMultiplier;
// 计算垂直于受击方向的震动轴
Vector3 axis = Vector3.Cross(hitDirection, Vector3.up).normalized;
if (axis == Vector3.zero) axis = Vector3.right;
state.shakeAxis = axis;
}
#endregion
#region Hit Feedbacks
public virtual void PlayGetHitBoneShake(float intensity, Vector3 direction = default)
{
if (direction == default)
{
direction = owner.transform.right;
}
else
{
direction = Quaternion.Euler(0, 90, 0) * direction;
}
foreach (Transform bone in testShakeBones)
{
ApplyBoneShake(bone, direction, intensity);
}
}
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
}
}