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Cielonos/Assets/Scripts/MainGame/Characters/Base/Subcontrollers/Animation/AnimationSubcontrollerBase.cs

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using System;
using System.Collections.Generic;
using System.Linq;
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using Sirenix.OdinInspector;
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using SLSUtilities.General;
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using SLSUtilities.FunctionalAnimation;
using UnityEngine;
namespace Cielonos.MainGame.Characters
{
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/// <summary>
/// 动画子控制器基类。
/// 负责管理角色的核心 Animator、动作覆盖、打断状态以及受击时的骨骼抖动物理效果。
/// </summary>
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public partial class AnimationSubcontrollerBase : SubcontrollerBase<CharacterBase>
{
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#region Fields & Properties
[TitleGroup("Animator Settings", "底层状态机配置", Alignment = TitleAlignments.Centered)]
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public Animator animator;
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public AnimatorStateMapper mapper;
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[TitleGroup("Functional Animation Submodules", "动作播放子模块", Alignment = TitleAlignments.Centered)]
public FuncAnimSubmodule fullBodyFuncAnimSm;
public FuncAnimSubmodule upperBodyFuncAnimSm;
[TitleGroup("State Flags & Intervals", "打断状态与控制标志", Alignment = TitleAlignments.Centered)]
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public Dictionary<DisruptionType, bool> disruptionStatus;
public bool isDuringRootMotion;
public bool isDisablingMoveXZ;
public bool isDisablingMoveY;
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public List<FuncAnimInterval> LastFrameIntervals { get; private set; }
public List<FuncAnimInterval> CurrentIntervals { get; private set; }
[TitleGroup("Callbacks", "事件回调注册表", Alignment = TitleAlignments.Centered)]
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public Dictionary<string, Action<RuntimeFuncAnim>> registeredFunctions;
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[TitleGroup("Bone Shake Settings", "受击骨骼微震动参数", Alignment = TitleAlignments.Centered)]
public BoneShakeController boneShake = new BoneShakeController();
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#endregion
#region Initialization
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public override void Initialize()
{
base.Initialize();
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fullBodyFuncAnimSm = new FuncAnimSubmodule(this, "FullBodyAction");
upperBodyFuncAnimSm = new FuncAnimSubmodule(this, "UpperBodyAction");
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registeredFunctions = new Dictionary<string, Action<RuntimeFuncAnim>>();
disruptionStatus = new Dictionary<DisruptionType, bool>()
{
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{ DisruptionType.ForcedAction , false},
{ DisruptionType.ForcedExternal , false},
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{ DisruptionType.NormalExternal, false },
{ DisruptionType.NormalAction, false },
{ DisruptionType.Movement, false }
};
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LastFrameIntervals = new List<FuncAnimInterval>();
CurrentIntervals = new List<FuncAnimInterval>();
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RegisterDefaultFunctions();
}
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public virtual void RegisterDefaultFunctions()
{
// 在派生类中扩展具体的动作事件回调注册
}
#endregion
#region Unity Lifecycle (Update & LateUpdate)
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protected virtual void Update()
{
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if (owner.statusSm.isDead)
{
return;
}
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fullBodyFuncAnimSm?.UpdateTime();
UpdateIntervalInfo();
}
protected virtual void LateUpdate()
{
fullBodyFuncAnimSm?.UpdateEvents();
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// BoneShakeController 必须在 LateUpdate 中运行,
// 以确保在 Animator 更新完骨骼姿势后再叠加震动偏转
boneShake.LateUpdate(owner.selfTimeSm.DeltaTime);
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}
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#endregion
#region Interval Evaluation
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protected virtual void UpdateIntervalInfo()
{
if (fullBodyFuncAnimSm?.currentRuntimeFuncAnim == null)
{
isDuringRootMotion = false;
return;
}
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RuntimeFuncAnim currentFuncAnim = fullBodyFuncAnimSm.currentRuntimeFuncAnim;
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LastFrameIntervals = CurrentIntervals;
CurrentIntervals = currentFuncAnim.GetEnablingIntervals();
disruptionStatus[DisruptionType.NormalExternal] = CurrentIntervals.Any(interval => interval.intervalType == IntervalType.ExternalDisruption);
disruptionStatus[DisruptionType.NormalAction] = CurrentIntervals.Any(interval => interval.intervalType == IntervalType.ActionDisruption);
disruptionStatus[DisruptionType.Movement] = CurrentIntervals.Any(interval => interval.intervalType == IntervalType.MovementDisruption);
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if (currentFuncAnim.HasIntervalType(IntervalType.ForcedActionDisruption))
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{
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disruptionStatus[DisruptionType.ForcedAction] = CurrentIntervals.Any(interval => interval.intervalType == IntervalType.ForcedActionDisruption);
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}
else
{
disruptionStatus[DisruptionType.ForcedAction] = true;
}
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if (currentFuncAnim.HasIntervalType(IntervalType.ForcedExternalDisruption))
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{
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disruptionStatus[DisruptionType.ForcedExternal] = CurrentIntervals.Any(interval => interval.intervalType == IntervalType.ForcedExternalDisruption);
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}
else
{
disruptionStatus[DisruptionType.ForcedExternal] = true;
}
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isDuringRootMotion = currentFuncAnim.funcAnimData.animInfo.useRootMotion &&
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CurrentIntervals.Any(interval => interval.intervalType == IntervalType.RootMotion);
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}
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#endregion
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#region Hit Feedbacks
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public virtual void PlayGetHitBoneShake(float intensity, Vector3 direction = default)
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{
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boneShake.ApplyShake(intensity, direction);
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}
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public virtual void PlayGetHitAnimation(string funcAnimName, out float animDuration,
Vector3 direction = default)
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{
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animDuration = 0.2f;
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if (fullBodyFuncAnimSm.Play(funcAnimName))
{
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FuncAnimInterval interval = fullBodyFuncAnimSm.currentData.Interval(IntervalType.MovementDisruption);
animDuration = MathExtensions.Average(interval.StartTime, interval.EndTime);
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}
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}
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#endregion
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}
}