290 lines
12 KiB
C#
290 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using SLSFramework.General;
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using SLSUtilities.FunctionalAnimation;
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using UnityEngine;
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using UnityEngine.Serialization;
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using Random = UnityEngine.Random;
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namespace Cielonos.MainGame.Characters
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{
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public partial class AnimationSubcontrollerBase : SubcontrollerBase<CharacterBase>
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{
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public Animator animator;
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public Dictionary<DisruptionType, bool> disruptionStatus;
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public bool isDuringRootMotion;
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public bool isDisablingMoveXZ;
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public bool isDisablingMoveY;
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public BaseAnimationGroup defaultAnimationGroup;
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public FunctionalAnimationSubmodule fullBodyFuncAnimSm;
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public Dictionary<string, Action<RuntimeFuncAnim>> registeredFunctions;
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public List<FuncAnimInterval> lastFrameIntervals { get; private set; }
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public List<FuncAnimInterval> currentIntervals { get; private set; }
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public override void Initialize()
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{
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base.Initialize();
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fullBodyFuncAnimSm = new FunctionalAnimationSubmodule(this, "FullBodyAction");
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registeredFunctions = new Dictionary<string, Action<RuntimeFuncAnim>>();
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defaultAnimationGroup?.SetUp(this);
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disruptionStatus = new Dictionary<DisruptionType, bool>()
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{
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{ DisruptionType.NormalExternal, false },
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{ DisruptionType.NormalAction, false },
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{ DisruptionType.Movement, false }
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};
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lastFrameIntervals = new List<FuncAnimInterval>();
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currentIntervals = new List<FuncAnimInterval>();
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RegisterDefaultFunctions();
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}
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protected virtual void Update()
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{
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if (owner.statusSm.isDead)
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{
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return;
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}
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fullBodyFuncAnimSm?.UpdateTime();
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UpdateIntervalInfo();
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}
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protected virtual void LateUpdate()
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{
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fullBodyFuncAnimSm?.UpdateEvents();
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BoneShakeLateUpdate();
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}
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}
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public partial class AnimationSubcontrollerBase
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{
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protected virtual void UpdateIntervalInfo()
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{
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if (fullBodyFuncAnimSm?.currentRuntimeFuncAnim == null)
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{
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isDuringRootMotion = false;
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return;
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}
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lastFrameIntervals = currentIntervals;
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currentIntervals = fullBodyFuncAnimSm.currentRuntimeFuncAnim.GetEnablingIntervals();
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disruptionStatus[DisruptionType.NormalExternal] = currentIntervals.Any(interval => interval.intervalType == IntervalType.ExternalDisruption);
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disruptionStatus[DisruptionType.NormalAction] = currentIntervals.Any(interval => interval.intervalType == IntervalType.ActionDisruption);
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disruptionStatus[DisruptionType.Movement] = currentIntervals.Any(interval => interval.intervalType == IntervalType.MovementDisruption);
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isDuringRootMotion = currentIntervals.Any(interval => interval.intervalType == IntervalType.RootMotion);
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}
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}
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public partial class AnimationSubcontrollerBase
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{
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private class BoneShakeState
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{
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public Transform bone;
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public Vector3 shakeAxis; // 震动轴
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// 物理变量
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public float currentAngle = 0f; // 当前偏离角度 (位移 x)
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public float velocity = 0f; // 当前震动速度 (速度 v)
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}
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[Header("Bone Shake Settings")]
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// 刚度:越大越硬,回弹越快。对于重型机甲,建议 150-300;轻型无人机,建议 80-150。
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public float stiffness = 200f;
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// 阻尼:越大停得越快。建议 10-20。如果太小,机器人会像果冻一样晃。
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public float damping = 15f;
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// 冲击力倍率:将受击力度转化为弹簧的初始速度
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public float impactForceMultiplier = 500f;
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public List<Transform> testShakeBones; // 用于测试的骨骼列表
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private List<BoneShakeState> activeShakes = new List<BoneShakeState>();
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private void BoneShakeLateUpdate()
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{
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float dt = owner.selfTimeSm.DeltaTime;
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for (int i = activeShakes.Count - 1; i >= 0; i--)
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{
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var state = activeShakes[i];
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if (state.bone == null) {
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activeShakes.RemoveAt(i);
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continue;
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}
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// --- 核心:阻尼弹簧物理公式 (Hooke's Law + Damping) ---
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// F = -k * x - d * v
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// force = -stiffness * displacement - damping * velocity
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float force = -stiffness * state.currentAngle - damping * state.velocity;
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// a = F / m (假设质量为1,简化计算)
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// v += a * dt
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state.velocity += force * dt;
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// x += v * dt
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state.currentAngle += state.velocity * dt;
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// --- 应用旋转 ---
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// 将计算出的角度应用到轴向上
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Quaternion shakeRot = Quaternion.AngleAxis(state.currentAngle, state.shakeAxis);
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state.bone.localRotation = state.bone.localRotation * shakeRot;
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// --- 移除条件 ---
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// 当能量非常小(速度和位移都接近0)时移除,节省性能
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if (Mathf.Abs(state.currentAngle) < 0.1f && Mathf.Abs(state.velocity) < 0.1f)
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{
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activeShakes.RemoveAt(i);
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}
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}
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}
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public void ApplyBoneShake(Transform hitBone, Vector3 hitDirection, float intensity)
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{
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var state = activeShakes.Find(x => x.bone == hitBone);
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if (state == null)
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{
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state = new BoneShakeState();
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state.bone = hitBone;
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activeShakes.Add(state);
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}
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// 机械特质:受击瞬间不是直接设置位移,而是给予一个巨大的“初速度” (Impulse)
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// 这会让骨骼瞬间弹出去,然后被弹簧拉回来,非常有力量感
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state.velocity += intensity * impactForceMultiplier;
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// 计算震动轴:依旧是垂直于攻击方向
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Vector3 axis = Vector3.Cross(hitDirection, Vector3.up).normalized;
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if (axis == Vector3.zero) axis = Vector3.right;
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state.shakeAxis = axis;
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}
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}
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public partial class AnimationSubcontrollerBase
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{
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public virtual void RegisterDefaultFunctions()
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{
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registeredFunctions.Add("SetRootMotionMoveXMultiplier", anim =>
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{
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owner.movementSc.rootMotionMoveXMultiplier = anim.runtimeVariables.GetVariable<float>("RootMotionMoveXMultiplier");
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});
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registeredFunctions.Add("SetRootMotionMoveYMultiplier", anim =>
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{
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owner.movementSc.rootMotionMoveYMultiplier = anim.runtimeVariables.GetVariable<float>("SetRootMotionMoveYMultiplier");
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});
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registeredFunctions.Add("SetRootMotionMoveZMultiplier", anim =>
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{
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owner.movementSc.rootMotionMoveZMultiplier = anim.runtimeVariables.GetVariable<float>("SetRootMotionMoveZMultiplier");
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});
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}
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}
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public partial class AnimationSubcontrollerBase
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{
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public virtual bool SetGetHitDisruption(DisruptionType disruptionType, BreakthroughType breakthroughType)
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{
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if (owner.reactionSc.breakthroughResistances[breakthroughType])
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{
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return false;
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}
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if (fullBodyFuncAnimSm.Stop(disruptionType))
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{
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return true;
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}
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return false;
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}
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public virtual void PlayGetHitBoneShake(float intensity, Vector3 direction = default)
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{
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if (direction == default)
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{
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direction = owner.transform.right;
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}
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else
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{
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direction = Quaternion.Euler(0, 90, 0) * direction;
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}
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foreach (Transform bone in testShakeBones)
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{
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ApplyBoneShake(bone, direction, intensity);
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}
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}
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protected virtual void PlayGetHitAnimation(string getHitAnimPrefix, out float animDuration, Vector3 direction = default)
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{
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int fullBodyActionIndex = animator.GetLayerIndex("FullBodyAction");
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string getHitFrontAnim = getHitAnimPrefix + "Front";
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string getHitAnim = getHitAnimPrefix + "Front";
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float normalizedTransitionDuration = 0.1f / animator.GetCurrentAnimatorStateInfo(fullBodyActionIndex).length;
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animDuration = 0f;
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if (animator.HasState(fullBodyActionIndex, Animator.StringToHash(getHitAnim)))
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{
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direction.y = 0;
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direction = direction.normalized;
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float angle = Vector3.SignedAngle(transform.forward, direction, Vector3.up);
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string directionStr = angle switch
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{
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> -45f and <= 45f => "Back",
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> 45f and <= 135f => "Left",
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> -135f and <= -45f => "Right",
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_ => "Front"
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};
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getHitAnim = getHitAnimPrefix + directionStr;
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if (direction == default || !animator.HasState(fullBodyActionIndex, Animator.StringToHash(getHitAnim)))
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{
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animator.CrossFade(getHitFrontAnim, normalizedTransitionDuration, fullBodyActionIndex, 0);
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}
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else
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{
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animator.CrossFade(getHitAnim, normalizedTransitionDuration, fullBodyActionIndex, 0);
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}
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animDuration = animator.GetCurrentAnimatorStateInfo(fullBodyActionIndex).length;
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}
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else if (animator.HasState(fullBodyActionIndex, Animator.StringToHash(getHitAnimPrefix)))
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{
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getHitAnim = getHitAnimPrefix;
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animator.CrossFade(getHitAnim, normalizedTransitionDuration, fullBodyActionIndex, 0);
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animDuration = animator.GetCurrentAnimatorStateInfo(fullBodyActionIndex).length;
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}
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else
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{
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if (animator.HasState(fullBodyActionIndex, Animator.StringToHash("GetHit")))
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{
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animator.CrossFade("GetHit", normalizedTransitionDuration, fullBodyActionIndex, 0);
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animDuration = animator.GetCurrentAnimatorStateInfo(fullBodyActionIndex).length;
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}
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else
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{
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animator.CrossFade("Empty", 0.1f, fullBodyActionIndex, 0);
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}
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}
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}
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public virtual void PlayGetHitMediumAnimation(out float animDuration, Vector3 direction = default)
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{
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PlayGetHitAnimation("GetHitMedium", out animDuration, direction);
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}
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public virtual void PlayGetHitHeavyAnimation(out float animDuration, Vector3 direction = default)
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{
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PlayGetHitAnimation("GetHitHeavy", out animDuration, direction);
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}
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public virtual void PlayGetHitDisruptionAnimation(out float animDuration, Vector3 direction = default)
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{
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PlayGetHitAnimation("GetHitDisruption", out animDuration, direction);
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}
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}
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} |