Files
Cielonos/Assets/Scripts/MainGame/Characters/Player/PlayerLandMovementSubcontroller.cs
SoulliesOfficial f7af60351b 阶段性完成
2025-12-08 05:27:53 -05:00

182 lines
6.3 KiB
C#

using System;
using SLSUtilities.FunctionalAnimation;
using UniRx;
using UnityEngine;
namespace Cielonos.MainGame.Characters
{
public partial class PlayerLandMovementSubcontroller : LandMovementSubcontroller, IPlayerSubcontroller
{
public Player player => owner as Player;
public override void OnAnimatorMove()
{
if (DeltaTime == 0)
{
return;
}
Rotate();
Move();
Jump();
base.OnAnimatorMove();
InitiativeMove();
}
}
public partial class PlayerLandMovementSubcontroller
{
void Rotate()
{
if (animationSc.isDuringRootMotion) return;
Vector3 inputDirection = new Vector3(player.inputSc.Move.x, 0.0f, player.inputSc.Move.y).normalized;
if (player.inputSc.IsMoving)
{
targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg +
player.viewSc.playerCamera.transform.eulerAngles.y;
if (rotationType == CharacterRotationType.ByMovement && canRotate.value)
{
float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref rotationVelocity, rotationSmoothTime);
player.transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
}
}
targetDirection = Quaternion.Euler(0.0f, targetRotation, 0.0f) * Vector3.forward;
}
void Move()
{
if (!canMove.value)
{
moveSpeed = 0;
return;
}
float targetSpeed = player.attributeSm.GetAttribute("MoveSpeed", 10f) * (isSprinting ? sprintSpeedMultiplier : 1f);
float movementAnimationSpeedMultiplier = !player.inputSc.IsWalking && targetSpeed > 10f ? targetSpeed / 10f : 1;
float inputMagnitude = player.inputSc.Move.magnitude;
moveAcceleration = player.attributeSm.GetAttribute("MoveAcceleration", 6);
moveDeceleration = player.attributeSm.GetAttribute("MoveDeceleration", 8);
if (player.inputSc.IsMoving)
{
bool success = animationSc.fullBodyFuncAnimSm.Stop(DisruptionType.Movement, 0.25f);
if (!success && animationSc.isDuringRootMotion)
{
if (!isDashing)
{
moveSpeed = Mathf.Lerp(moveSpeed, 0, DeltaTime * moveDeceleration);
}
return;
}
}
else
{
isSprinting = false;
}
animator.SetFloat("MoveSpeedMultiplier", movementAnimationSpeedMultiplier);
if (!isRushStopping && !isJumpLanding && player.inputSc.IsMoving)
{
float finalTargetSpeed = !player.inputSc.IsWalking ? targetSpeed * inputMagnitude : 2f;
finalTargetSpeed = Mathf.Max(finalTargetSpeed, 1);
moveSpeed = Mathf.Lerp(moveSpeed, finalTargetSpeed, DeltaTime * moveAcceleration);
}
else if (!isDashing)
{
moveSpeed = Mathf.Lerp(moveSpeed, 0, DeltaTime * moveDeceleration);
}
/*if (MotionController.characterRotationType == PlayerMotionController.CharacterRotationType.ByAiming)
{
mx = Mathf.Lerp(mx, Player.inputController.InputMoveValue.x, DeltaTime * movementSpeedAccelerationRate);
my = Mathf.Lerp(my, Player.inputController.InputMoveValue.y, DeltaTime * movementSpeedAccelerationRate);
Player.animator.SetFloat("MovementSpeedX", mx * movementSpeed);
Player.animator.SetFloat("MovementSpeedZ", my * movementSpeed);
}
else
*/
{
animator.SetFloat("MoveSpeedZ", moveSpeed);
}
if (moveSpeed > 5f * DeltaTime && player.inputSc.IsMoving)
{
runningTime += DeltaTime;
}
else
{
runningTime = 0;
}
}
void Jump()
{
if (player.inputSc.JumpPressed)
{
if (!isJumping && groundDetector.isOnGround)
{
animator.SetTrigger("Jump");
Observable.Timer(TimeSpan.FromSeconds(0.16f)).Subscribe(_ =>
{
jumpVelocity = jumpForce;
isJumping = true;
jumpTime = 0;
jumpHeldTime = 0;
animator.SetBool("IsLandingOnGround", false);
});
}
}
if (isJumping)
{
jumpTime += DeltaTime;
if (jumpVelocity > 0)
{
jumpVelocity -= jumpGravity * DeltaTime;
}
else
{
// --- 玩家正在下落 ---
// [不对称重力] 玩家正在下落
// 使用较大的 'fallingGravity' 让他感觉更“重”
jumpVelocity -= jumpGravity * DeltaTime;
if (groundDetector.DetectGround(0.8f) || groundDetector.isOnGround)
{
if (isJumping && jumpTime > 10000f)
{
animator.SetTrigger("LandFromHighAltitude");
isJumpLanding = true;
Observable.Timer(TimeSpan.FromSeconds(0.4f)).Subscribe(_ => { isJumpLanding = false; });
}
animator.SetBool("IsLandingOnGround", true);
isJumping = false;
movementModifier = Vector3.zero;
}
}
}
}
protected override void UpdateFinalMovement()
{
base.UpdateFinalMovement();
float horizontalSpeed = horizontalMovement.magnitude / DeltaTime;
float remapFactor = Mathf.InverseLerp(10f, 15f, horizontalSpeed);
PostProcessingManager.Instance.speedLinesSm.SetRemap(1 - remapFactor);
}
}
}