Files
Cielonos/Assets/Scripts/MainGame/Characters/Player/Animation/PlayerAnimScDashDodge.cs
2026-04-18 13:57:19 -04:00

105 lines
3.9 KiB
C#

using Cielonos.MainGame.Effects.Feedback;
using SLSUtilities.General;
using UnityEngine;
namespace Cielonos.MainGame.Characters
{
public partial class PlayerAnimationSubcontroller
{
public void SetupDash(Vector3 direction, bool isInputDirection, float length)
{
if (player.movementSc.canDash && player.movementSc.canDodge && fullBodyFuncAnimSm.Play("Dash"))
{
length = length < 0 ? player.attributeSm["DashLength"] : length;
float dashMultiplier = length / fullBodyFuncAnimSm.collection["Dash"].variableCollection.GetVariable<float>("RootMoveZ");
player.landMovementSc.dashMoveMultiplier = dashMultiplier;
if (isInputDirection)
{
player.landMovementSc.TurnToInputDirection(direction);
}
else
{
player.landMovementSc.TurnToDirection(direction, 0f);
}
// 计算冲刺方向用于相机震动方向设置
// Dash反馈的方向设置将在DashStart中通过新Feedback系统统一处理
}
}
private void DashStart()
{
player.landMovementSc.isDashing = true;
player.audioSc.PlayDashSound();
// 使用新Feedback系统播放Dash反馈
player.feedbackSc.PlayFeedback("Dash");
//player.renderSc.dashTrails.ForEach(ds => ds.active = true);
//player.renderSc.dashTrails.ForEach(ds => ds.Restart());
DodgeSource defaultDodge = DodgeSource.Default(player);
player.reactionSc.dodgeSm.ApplyDodge(defaultDodge);
player.eventSm.onDashStart.Invoke();
player.eventSm.onDodgeStart.Invoke();
}
private void DashEnd()
{
player.landMovementSc.isDashing = false;
player.landMovementSc.dashMoveMultiplier = 1;
player.landMovementSc.isSprinting = true;
//player.renderSc.dashTrails.ForEach(ds => ds.active = false);
player.reactionSc.dodgeSm.RemoveDodge("DefaultDodge");
player.eventSm.onDashEnd.Invoke();
player.eventSm.onDodgeEnd.Invoke();
}
}
public partial class PlayerAnimationSubcontroller
{
public void SetupDodge(float length)
{
if (player.movementSc.canDodge && fullBodyFuncAnimSm.Play("Dodge"))
{
length = length < 0 ? player.attributeSm["DodgeLength"] : length;
float dashMultiplier = length / fullBodyFuncAnimSm.collection["Dodge"].variableCollection.GetVariable<float>("RootMoveZ");
player.landMovementSc.dashMoveMultiplier = dashMultiplier;
// Dodge反馈将在DodgeStart中通过新Feedback系统统一处理
}
}
private void DodgeStart()
{
player.landMovementSc.isDashing = true;
player.audioSc.PlayDashSound();
// 使用新Feedback系统播放Dodge反馈
player.feedbackSc.PlayFeedback("Dodge");
//player.renderSc.dashTrails.ForEach(ds => ds.active = true);
//player.renderSc.dashTrails.ForEach(ds => ds.Restart());
DodgeSource defaultDodge = DodgeSource.Default(player);
player.reactionSc.dodgeSm.ApplyDodge(defaultDodge);
player.eventSm.onDodgeStart.Invoke();
}
private void DodgeEnd()
{
player.landMovementSc.isDashing = false;
player.landMovementSc.dashMoveMultiplier = 1;
//player.renderSc.dashTrails.ForEach(ds => ds.active = false);
player.reactionSc.dodgeSm.RemoveDodge("DefaultDodge");
player.eventSm.onDodgeEnd.Invoke();
}
}
}