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Cielonos/Assets/Scripts/MainGame/Base/FunctionalAnimation/Payloads/SetRootAdsorptionAdjustment.cs
SoulliesOfficial 50ee502684 完善
2026-02-13 09:22:11 -05:00

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using System;
using Cielonos.MainGame.Characters;
using Sirenix.OdinInspector;
using SLSUtilities.FunctionalAnimation;
using UnityEngine;
namespace Cielonos.MainGame.FunctionalAnimation
{
public class SetRootAdsorptionAdjustment
{
[Serializable]
public class Once : FuncAnimPayloadBase<bool>
{
[InfoBox("这个payload只能在运行时由代码调用不能直接放在动画事件里使用")]
private CharacterBase target;
private float enableMinDistance;
public Once(CharacterBase target, float enableMinDistance)
{
this.eventName = "SetRootAdsorptionAdjustment_Once";
this.target = target;
this.enableMinDistance = enableMinDistance;
}
public override bool Invoke()
{
return Adsorption(target, character, enableMinDistance);
}
}
[Serializable]
public class Keep : FuncAnimPayloadBase
{
[InfoBox("这个payload只能在运行时由代码调用不能直接放在动画事件里使用")]
private CharacterBase target;
private float enableMinDistance;
public Keep(CharacterBase target, float enableMinDistance)
{
this.eventName = "SetRootAdsorptionAdjustment_Keep";
this.target = target;
this.enableMinDistance = enableMinDistance;
}
public override void Invoke()
{
Adsorption(target, character, enableMinDistance);
}
}
private static bool Adsorption(CharacterBase target, CharacterBase character, float enableMinDistance)
{
if (target == null || character == null)
{
return false;
}
Vector3 centerPointPosition = character.centerPoint.position;
Vector3 adsorptionVector;
/*if (target.collisionController.mainCollider.enabled)
{
adsorptionVector = target.collisionController.mainCollider.ClosestPoint(centerPointPosition) - centerPointPosition;
}
else*/
{
float targetRadius = target.collisionSc.useCharacterController
? target.collisionSc.characterController.radius
: target.collisionSc.mainColliderRadius;
Vector3 adsorptionDirection = (target.centerPoint.position - centerPointPosition).normalized;
adsorptionVector = (target.centerPoint.position - adsorptionDirection * targetRadius) - centerPointPosition;
adsorptionVector *= (adsorptionVector.magnitude - (enableMinDistance * 0.5f)) / adsorptionVector.magnitude;
}
adsorptionVector.y = 0;
if (adsorptionVector.magnitude <= enableMinDistance)
{
character.animationSc.isDisablingMoveXZ = true;
return true; //已经在攻击范围内
}
character.animationSc.isDisablingMoveXZ = false;
return false; //在攻击范围之外RootMotion生效
}
}
}