127 lines
5.6 KiB
C#
127 lines
5.6 KiB
C#
using System;
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using System.Linq;
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using Cielonos.UI;
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using FIMSpace.FProceduralAnimation;
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using RootMotion.FinalIK;
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using SLSFramework.General;
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using SLSUtilities.FunctionalAnimation;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace Cielonos.MainGame.Characters
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{
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public partial class PlayerAnimationSubcontroller : AnimationSubcontrollerBase, IPlayerSubcontroller
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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 LegsAnimator legsAnimator;
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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 += delegate { fullBodyFuncAnimSm.Play("Dash"); };
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player.operationSc.OnDodge += delegate { fullBodyFuncAnimSm.Play("Dodge"); };
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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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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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}
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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 =>
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{
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player.landMovementSc.isDashing = true;
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player.landMovementSc.dashMoveMultiplier = anim.funcAnimData.variableCollection.GetVariable<float>("DashMoveMultiplier");
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PostProcessingManager.Instance.radialBlurSm.ModifyBlurRadius(0.2f);
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player.audioSc.PlayDashSound();
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player.feedbackSc["Dash"]?.Play();
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//player.renderSc.dashTrails.ForEach(ds => ds.active = true);
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//player.renderSc.dashTrails.ForEach(ds => ds.Restart());
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DodgeSource defaultDodge = new DodgeSource(owner, null, "DefaultDodge", 0, "NormalDodge", "PerfectDodge", Mathf.Infinity, 0.2f);
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defaultDodge.onPerfectDodge = () =>
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{
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PostProcessingManager.Instance.chromaticAberrationSm.SetIntensity(0.5f);
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PostProcessingManager.Instance.radialBlurSm.ModifyBlurRadius(0.2f);
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PostProcessingManager.Instance.tonemappingSm.SetContrast(1.35f);
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PostProcessingManager.Instance.tonemappingSm.SetSaturate(-2f);
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player.attributeSm["Energy"] += 25;
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player.attributeSm["Energy"] = Mathf.Min(player.attributeSm["Energy"], player.attributeSm["MaximumEnergy"]);
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PlayerCanvas.Instance.playerInfoUIArea.UpdateEnergy();
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};
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player.reactionSc.dodgeSm.ApplyDodge(defaultDodge);
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});
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registeredFunctions.Add("DashEnd", anim =>
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{
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player.landMovementSc.isDashing = false;
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player.landMovementSc.dashMoveMultiplier = 1;
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player.landMovementSc.isSprinting = true;
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//player.renderSc.dashTrails.ForEach(ds => ds.active = false);
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player.reactionSc.dodgeSm.RemoveDodge("DefaultDodge");
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});
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registeredFunctions.Add("DodgeStart", anim =>
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{
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player.landMovementSc.isDashing = true;
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player.landMovementSc.dashMoveMultiplier = anim.funcAnimData.variableCollection.GetVariable<float>("DashMoveMultiplier");
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PostProcessingManager.Instance.radialBlurSm.ModifyBlurRadius(-0.2f);
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player.audioSc.PlayDashSound();
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player.feedbackSc["Dodge"]?.Play();
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//player.renderSc.dashTrails.ForEach(ds => ds.active = true);
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//player.renderSc.dashTrails.ForEach(ds => ds.Restart());
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DodgeSource defaultDodge = new DodgeSource(owner, null, "DefaultDodge", 0, "NormalDodge", "PerfectDodge", Mathf.Infinity, 0.2f);
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defaultDodge.onPerfectDodge = () =>
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{
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PostProcessingManager.Instance.chromaticAberrationSm.SetIntensity(0.5f);
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PostProcessingManager.Instance.radialBlurSm.ModifyBlurRadius(-0.2f);
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PostProcessingManager.Instance.tonemappingSm.SetContrast(1.35f);
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PostProcessingManager.Instance.tonemappingSm.SetSaturate(-2.2f);
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player.attributeSm["Energy"] += 25;
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player.attributeSm["Energy"] = Mathf.Min(player.attributeSm["Energy"], player.attributeSm["MaximumEnergy"]);
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PlayerCanvas.Instance.playerInfoUIArea.UpdateEnergy();
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};
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player.reactionSc.dodgeSm.ApplyDodge(defaultDodge);
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});
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registeredFunctions.Add("DodgeEnd", anim =>
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{
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player.landMovementSc.isDashing = false;
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player.landMovementSc.dashMoveMultiplier = 1;
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//player.renderSc.dashTrails.ForEach(ds => ds.active = false);
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player.reactionSc.dodgeSm.RemoveDodge("DefaultDodge");
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});
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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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} |