Files
Cielonos/Assets/Scripts/MainGame/Characters/Player/Animation/PlayerAnimScDashDodge.cs
SoulliesOfficial 649b7a5ddc 更新
2026-05-23 08:27:50 -04:00

129 lines
5.0 KiB
C#

using Cielonos.MainGame.Effects.Feedback;
using SLSUtilities.General;
using Unity.Mathematics;
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
&& !player.landMovementSc.isDashing
&& !player.landMovementSc.isDodging
&& player.movementSc.dodgeIntervalTimer <= 0f
&& fullBodyFuncAnimSm.Play("Dash"))
{
length = length < 0 ? player.attributeSm[CharacterAttribute.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);
}
}
}
private void DashStart()
{
player.landMovementSc.isDashing = true;
player.audioSc.PlayDashSound();
Vector3 playerForward = player.transform.forward.Flatten();
Vector3 cameraForward = player.viewSc.playerCamera.transform.forward.Flatten();
float forwardDot = Vector3.Dot(playerForward, cameraForward);
//如果角色和相机的角度相差120度以上
//播放普通Dash反馈
//播放背向Dash反馈
player.feedbackSc.PlayFeedback(forwardDot < -0.5f ? "Dash_NoCameraRotation" : "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");
float interval = player.attributeSm[CharacterAttribute.DodgeInterval];
if (interval > 0f)
{
player.movementSc.dodgeIntervalTimer = interval;
}
player.eventSm.onDashEnd.Invoke();
player.eventSm.onDodgeEnd.Invoke();
}
}
public partial class PlayerAnimationSubcontroller
{
public void SetupDodge(float length)
{
if (player.movementSc.canDodge
&& !player.landMovementSc.isDashing
&& !player.landMovementSc.isDodging
&& player.movementSc.dodgeIntervalTimer <= 0f
&& fullBodyFuncAnimSm.Play("Dodge"))
{
length = length < 0 ? player.attributeSm[CharacterAttribute.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.isDodging = 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.isDodging = false;
player.landMovementSc.dashMoveMultiplier = 1;
//player.renderSc.dashTrails.ForEach(ds => ds.active = false);
player.reactionSc.dodgeSm.RemoveDodge("DefaultDodge");
float interval = player.attributeSm[CharacterAttribute.DodgeInterval];
if (interval > 0f)
{
player.movementSc.dodgeIntervalTimer = interval;
}
player.eventSm.onDodgeEnd.Invoke();
}
}
}