263 lines
9.2 KiB
C#
263 lines
9.2 KiB
C#
using System;
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using Cielonos.MainGame.Effects.Feedback;
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using DG.Tweening;
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using SLSUtilities.General;
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using SLSUtilities.FunctionalAnimation;
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using UniRx;
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using Unity.Cinemachine;
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using UnityEngine;
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namespace Cielonos.MainGame.Characters
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{
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public partial class PlayerLandMovementSubcontroller : LandMovementSubcontroller
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{
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public Player player => owner as Player;
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private PlayerAnimationSubcontroller animationSc => base.animationSc as PlayerAnimationSubcontroller;
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protected override void OnAnimatorMove()
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{
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if (DeltaTime == 0)
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{
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return;
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}
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Rotate();
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Move();
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Jump();
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base.OnAnimatorMove();
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InitiativeMove();
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}
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public void TurnToInputDirection(Vector3 direction, float duration = 0f)
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{
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Vector3 dashRotation = Vector3.zero;
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float angle = Vector3.SignedAngle(Vector3.forward, direction, Vector3.up);
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if (owner is Player player)
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{
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dashRotation.y = player.viewSc.playerCamera.transform.eulerAngles.y + angle;
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}
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else
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{
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dashRotation = new Vector3(0, angle, 0);
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}
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if (duration > 0)
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{
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characterTransform.DORotateQuaternion(Quaternion.Euler(dashRotation), duration).Play();
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}
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else
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{
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characterTransform.rotation = Quaternion.Euler(dashRotation);
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}
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}
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}
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public partial class PlayerLandMovementSubcontroller
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{
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void Rotate()
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{
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if (animationSc.isDuringRootMotion) return;
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Vector3 inputDirection = new Vector3(player.inputSc.Move.x, 0.0f, player.inputSc.Move.y).normalized;
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if (player.inputSc.IsMoving)
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{
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targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg +
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player.viewSc.playerCamera.transform.eulerAngles.y;
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if (rotationType == CharacterRotationType.ByMovement && canRotate.Value)
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{
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float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref rotationVelocity, rotationSmoothTime);
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player.transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
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}
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}
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targetDirection = Quaternion.Euler(0.0f, targetRotation, 0.0f) * Vector3.forward;
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}
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void Move()
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{
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if (!canMove.Value)
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{
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moveSpeed = 0;
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return;
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}
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float targetSpeed = player.attributeSm.Get(CharacterAttribute.MovementSpeed, 10f) * (isSprinting ? sprintSpeedMultiplier : 1f);
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float movementAnimationSpeedMultiplier = !player.inputSc.IsWalking && targetSpeed > 10f ? targetSpeed / 10f : 1;
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float inputMagnitude = player.inputSc.Move.magnitude;
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moveAcceleration = player.attributeSm.Get("MoveAcceleration", 6);
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moveDeceleration = player.attributeSm.Get("MoveDeceleration", 8);
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if (player.inputSc.IsMoving)
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{
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bool success = animationSc.fullBodyFuncAnimSm.Stop(DisruptionType.Movement, 0.25f);
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if (!success && animationSc.isDuringRootMotion)
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{
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if (!isDashing)
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{
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moveSpeed = Mathf.Lerp(moveSpeed, 0, DeltaTime * moveDeceleration);
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}
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return;
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}
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}
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else
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{
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isSprinting = false;
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}
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animator.SetFloat("MoveSpeedMultiplier", movementAnimationSpeedMultiplier);
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if (!isRushStopping && !isJumpLanding && player.inputSc.IsMoving)
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{
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float finalTargetSpeed = !player.inputSc.IsWalking ? targetSpeed * inputMagnitude : 2f;
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finalTargetSpeed = Mathf.Max(finalTargetSpeed, 1);
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moveSpeed = Mathf.Lerp(moveSpeed, finalTargetSpeed, DeltaTime * moveAcceleration);
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}
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else if (!isDashing)
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{
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moveSpeed = Mathf.Lerp(moveSpeed, 0, DeltaTime * moveDeceleration);
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}
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/*if (MotionController.characterRotationType == PlayerMotionController.CharacterRotationType.ByAiming)
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{
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mx = Mathf.Lerp(mx, Player.inputController.InputMoveValue.x, DeltaTime * movementSpeedAccelerationRate);
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my = Mathf.Lerp(my, Player.inputController.InputMoveValue.y, DeltaTime * movementSpeedAccelerationRate);
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Player.animator.SetFloat("MovementSpeedX", mx * movementSpeed);
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Player.animator.SetFloat("MovementSpeedZ", my * movementSpeed);
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}
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else
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*/
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{
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animator.SetFloat("MoveSpeedZ", moveSpeed);
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}
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if (moveSpeed > 5f * DeltaTime && player.inputSc.IsMoving)
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{
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runningTime += DeltaTime;
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}
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else
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{
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runningTime = 0;
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}
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}
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private void Jump()
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{
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if (player.inputSc.JumpPressed && animationSc.fullBodyFuncAnimSm.Stop(DisruptionType.NormalAction))
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{
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if (!isJumping)
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{
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FirstJump();
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}
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else
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{
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ExtraJump(-1, true);
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}
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}
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if (isJumping)
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{
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jumpTime += DeltaTime;
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if (jumpVelocity > 0)
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{
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jumpVelocity -= jumpGravity * DeltaTime;
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}
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else
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{
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jumpVelocity = 0f;
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gravitationalMovement += new Vector3(0, -jumpGravity * gravityMultiplier * DeltaTime, 0) * DeltaTime;
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}
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if (jumpTime > 0.1f)
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{
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if (jumpTime > 1f && groundDetector.DetectGround(4f, 1f))
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{
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jumpVelocity = 0f;
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animationSc.grounderFBBIK.weight = 1;
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isJumping = false;
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movementModifier = Vector3.zero;
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animator.SetBool("IsLandingOnGround", true);
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animator.SetTrigger("LandFromHighAltitude");
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isJumpLanding = true;
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Observable.Timer(TimeSpan.FromSeconds(0.4f)).Subscribe(_ => { isJumpLanding = false; });
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return;
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}
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if(groundDetector.isOnGround || groundDetector.DetectGround())
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{
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jumpVelocity = 0f;
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animationSc.grounderFBBIK.weight = 1;
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animator.SetBool("IsLandingOnGround", true);
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isJumping = false;
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movementModifier = Vector3.zero;
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}
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}
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}
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}
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public void FirstJump()
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{
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if(isStartJumping || isJumping || !groundDetector.isOnGround)
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{
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return;
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}
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animator.SetTrigger("Jump");
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(animationSc as PlayerAnimationSubcontroller).grounderFBBIK.weight = 0;
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isStartJumping = true;
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player.eventSm.onFirstJump.Invoke();
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player.selfTimeSm.AddLocalTimer(0.16f, () =>
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{
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jumpVelocity = jumpForce;
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isStartJumping = false;
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isJumping = true;
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jumpTime = 0;
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jumpHeldTime = 0;
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gravitationalMovement = Vector3.zero;
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animator.SetBool("IsLandingOnGround", false);
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});
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}
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public void ExtraJump(float overrideForce = -1, bool hasAnimation = false, bool isAdditive = true)
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{
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if (!isAdditive)
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{
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jumpVelocity = overrideForce > 0 ? overrideForce : jumpForce;
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}
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else
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{
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jumpVelocity += overrideForce > 0 ? overrideForce : jumpForce;
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}
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isJumping = true;
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gravitationalMovement = Vector3.zero;
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}
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protected override void UpdateFinalMovement()
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{
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base.UpdateFinalMovement();
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if (!isDashing && !isDodging)
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{
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PostProcessingManager.Instance.speedLinesSm.remap.IsPausing = false;
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float horizontalSpeed = horizontalMovement.magnitude / DeltaTime;
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float remapFactor = Mathf.InverseLerp(10f, 15f, horizontalSpeed);
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PostProcessingManager.Instance.speedLinesSm.SetRemap(1 - remapFactor);
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//player.viewSc.cameraFovSm.UpdateFovBySpeed(horizontalSpeed, DeltaTime);
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}
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else
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{
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PostProcessingManager.Instance.speedLinesSm.remap.IsPausing = true;
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}
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}
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}
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} |