using System; using System.Linq; using Cielonos.UI; using FIMSpace.FProceduralAnimation; using MoreMountains.FeedbacksForThirdParty; 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(Vector3 inputDirection) { Vector3 cameraForward = player.viewSc.playerCamera.transform.forward.Flatten(); player.landMovementSc.TurnToDirection(inputDirection); Vector3 dashCameraRotation = CalculateDashAngles(inputDirection, cameraForward); player.feedbackSc["Dash"].feedback.GetFeedbackOfType().RotationAmplitude = dashCameraRotation; player.feedbackSc["Dash"].feedback.GetFeedbackOfType().TargetCenter = player.GetNormalizedScreenPosition(); fullBodyFuncAnimSm.Play("Dash"); }; player.operationSc.OnDodge += delegate { Vector3 dodgeDirection = Vector3.back; Vector3 cameraForward = player.viewSc.playerCamera.transform.forward.Flatten(); Vector3 dodgeCameraRotation = CalculateDashAngles(dodgeDirection, cameraForward); player.feedbackSc["Dodge"].feedback.GetFeedbackOfType().RotationAmplitude = dodgeCameraRotation; player.feedbackSc["Dodge"].feedback.GetFeedbackOfType().TargetCenter = player.GetNormalizedScreenPosition(); 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"); player.selfTimeSm.ModifyTimeScale(0.1f, 1.25f); 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 = () => { player.feedbackSc["PerfectDodge"].feedback.GetFeedbackOfType().TargetCenter = player.GetNormalizedScreenPosition(); player.feedbackSc["PerfectDodge"].feedback.GetFeedbackOfType().Center = player.GetNormalizedScreenPosition(); }; 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"); 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 = () => { player.feedbackSc["PerfectDodge"].feedback.GetFeedbackOfType().TargetCenter = player.GetNormalizedScreenPosition(); player.feedbackSc["PerfectDodge"].feedback.GetFeedbackOfType().Center = player.GetNormalizedScreenPosition(); }; 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); } } public partial class PlayerAnimationSubcontroller { /// /// 计算冲刺时的相机倾斜和俯仰 /// /// 世界空间的冲刺向量 (如 Vector3.forward) /// 相机的前方 (y被设为0并归一化) /// x为Pitch(俯仰), z为Dutch(侧倾) public Vector3 CalculateDashAngles(Vector3 dashDir, Vector3 camForwardNoY) { // 1. 获取相机的右方 Vector3 camRight = Vector3.Cross(Vector3.up, camForwardNoY); // 2. 将冲刺方向投影到相机的 前/后 和 左/右 轴上 float forwardDot = Vector3.Dot(dashDir, camForwardNoY); // 1为前,-1为后 float rightDot = Vector3.Dot(dashDir, camRight); // 1为右,-1为左 // 3. 计算目标侧倾值 float targetDutch = forwardDot * 1f; // 4. 计算目标俯仰值(注意取反,使得向前冲刺时相机向下俯仰) float targetPitch = -rightDot * 2.0f; return new Vector3(targetPitch, 0, targetDutch); } } }