181 lines
6.6 KiB
C#
181 lines
6.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using RootMotion.FinalIK;
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using SLSUtilities.General;
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using SLSUtilities.FunctionalAnimation;
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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 PlayerAnimationSubcontroller : AnimationSubcontrollerBase
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{
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public Player player => owner as Player;
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public AnimatorOverrideController animatorOverride;
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public FullBodyBipedIK fullBodyBipedIK;
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public GrounderFBBIK grounderFBBIK;
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private readonly Dictionary<string, AnimationClip> _pendingOverrides = new();
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private int _overrideBatchDepth;
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public override void Initialize()
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{
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base.Initialize();
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player.operationSc.OnDash += (inputDirection, length) =>
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{
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if (player.statusSm.HasStatus(StatusType.Stun))
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{
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return;
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}
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SetupDash(inputDirection, true, length);
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};
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player.operationSc.OnDodge += (length)=>
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{
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if (player.statusSm.HasStatus(StatusType.Stun))
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{
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return;
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}
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SetupDodge(length);
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};
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}
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protected override void Update()
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{
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base.Update();
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upperBodyFuncAnimSm?.UpdateTime();
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player.inputSc.preinputSubmodule.Update(isDuringPreinput, isAtActionDisruption);
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}
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protected override void LateUpdate()
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{
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base.LateUpdate();
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upperBodyFuncAnimSm?.UpdateEvents();
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}
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public override void RegisterDefaultFunctions()
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{
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base.RegisterDefaultFunctions();
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registeredFunctions.Add("DashStart", anim => DashStart());
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registeredFunctions.Add("DashEnd", anim => DashEnd());
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registeredFunctions.Add("DodgeStart", anim => DodgeStart());
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registeredFunctions.Add("DodgeEnd", anim => DodgeEnd());
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}
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/// <summary>
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/// 当前是否处于 Override 批处理模式。
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/// </summary>
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public bool IsBatchingOverrides => _overrideBatchDepth > 0;
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/// <summary>
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/// 开启 AnimatorOverrideController 批处理模式。支持嵌套调用(引用计数)。
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/// 批处理期间所有 clip 替换积压到缓冲区,直到最外层 FlushOverrideBatch() 一次性提交。
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/// </summary>
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public void BeginOverrideBatch()
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{
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_overrideBatchDepth++;
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}
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/// <summary>
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/// 向批处理缓冲区追加一条 clip 替换。
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/// 若未处于批处理模式,则立即写入 animatorOverride(触发 Rebind)。
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/// </summary>
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public void SetOverride(string stateName, AnimationClip clip)
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{
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if (clip == null) return;
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if (IsBatchingOverrides)
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{
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_pendingOverrides[stateName] = clip;
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}
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else
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{
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animatorOverride[stateName] = clip;
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}
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}
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/// <summary>
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/// 结束一层批处理。当所有嵌套层都结束后,通过 ApplyOverrides 一次性提交所有积压的 clip 替换(仅触发 1 次 Rebind)。
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/// 提交后立即调用 animator.Update(0f) 强制求值,避免 Rebind 导致的单帧 T-Pose。
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/// </summary>
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public void FlushOverrideBatch()
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{
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if (_overrideBatchDepth > 0) _overrideBatchDepth--;
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if (_overrideBatchDepth > 0) return;
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if (_pendingOverrides.Count == 0) return;
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var overrides = new List<KeyValuePair<AnimationClip, AnimationClip>>();
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animatorOverride.GetOverrides(overrides);
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for (int i = 0; i < overrides.Count; i++)
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{
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AnimationClip originalClip = overrides[i].Key;
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if (originalClip != null && _pendingOverrides.TryGetValue(originalClip.name, out AnimationClip newClip))
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{
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overrides[i] = new KeyValuePair<AnimationClip, AnimationClip>(originalClip, newClip);
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}
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}
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animatorOverride.ApplyOverrides(overrides);
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_pendingOverrides.Clear();
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// 强制 Animator 立即求值一次,防止 Rebind 后的单帧 T-Pose / 位置错位
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animator.Update(0f);
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}
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}
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public partial class PlayerAnimationSubcontroller
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{
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public bool isDuringPreinput;
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public bool isAtActionDisruption;
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protected override void UpdateIntervalInfo()
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{
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base.UpdateIntervalInfo();
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isDuringPreinput = currentIntervals.Any(interval => interval.intervalType == IntervalType.Preinput);
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isAtActionDisruption = lastFrameIntervals.SwitchOut(currentIntervals, (interval) => interval.intervalType == IntervalType.Preinput);
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}
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}
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public partial class PlayerAnimationSubcontroller
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{
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/// <summary>
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/// 计算冲刺时的摄像机倾斜角度
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/// </summary>
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/// <param name="dashDir">冲刺输入的平整化方向 (y=0, normalized)</param>
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/// <param name="camFwd">摄像机的平整化前方 (y=0, normalized)</param>
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/// <returns>Vector3(Pitch角度, 0, Roll角度)</returns>
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public Vector3 CalculateDashAngles(Vector3 dashDir, Vector3 camFwd)
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{
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// 1. 确保输入向量是归一化的(以防万一)
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Vector3 d = dashDir.normalized;
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Vector3 f = camFwd.normalized;
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// 2. 通过叉乘获取摄像机的水平右方向 (camRight)
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// 在左手坐标系(Unity)中,Up x Forward = Right
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Vector3 r = Vector3.Cross(Vector3.up, f);
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// 3. 计算投影权重 (范围在 -1 到 1 之间)
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// forwardWeight: 1表示完全同向,-1表示完全反向
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float forwardWeight = Vector3.Dot(d, f);
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// sideWeight: 1表示向右冲,-1表示向左冲
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float sideWeight = Vector3.Dot(d, r);
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// 4. 定义倾斜强度系数 (控制在 1.5度 左右)
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const float tiltIntensity = 1.5f;
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// 5. 计算最终角度
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// x 轴旋转 (Pitch):正值向下倾斜(向前冲),负值向上倾斜(向后退)
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float pitch = forwardWeight * tiltIntensity;
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// z 轴旋转 (Dutch/Roll):
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// 注意:向右冲时(sideWeight=1),通常相机向左倾斜(z为负值)更有动感
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float roll = -sideWeight * tiltIntensity;
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return new Vector3(pitch, 0, roll);
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}
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}
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} |