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Cielonos/Assets/Scripts/MainGame/Base/FunctionalAnimation/Payloads/SetRootAdsorptionAdjustment.cs

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using System;
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using Cielonos.MainGame.Characters;
using Sirenix.OdinInspector;
using SLSUtilities.FunctionalAnimation;
using UnityEngine;
namespace Cielonos.MainGame.FunctionalAnimation
{
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public class SetRootAdsorptionAdjustment
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{
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[Serializable]
public class Once : FuncAnimPayloadBase<bool>
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{
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[InfoBox("这个payload只能在运行时由代码调用不能直接放在动画事件里使用")]
private CharacterBase target;
private float enableMinDistance;
public Once(CharacterBase target, float enableMinDistance)
{
this.eventName = "SetRootAdsorptionAdjustment_Once";
this.target = target;
this.enableMinDistance = enableMinDistance;
}
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public override bool Invoke()
{
return Adsorption(target, character, enableMinDistance);
}
}
[Serializable]
public class Keep : FuncAnimPayloadBase
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{
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[InfoBox("这个payload只能在运行时由代码调用不能直接放在动画事件里使用")]
private CharacterBase target;
private float enableMinDistance;
public Keep(CharacterBase target, float enableMinDistance)
{
this.eventName = "SetRootAdsorptionAdjustment_Keep";
this.target = target;
this.enableMinDistance = enableMinDistance;
}
public override void Invoke()
{
Adsorption(target, character, enableMinDistance);
}
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}
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private static bool Adsorption(CharacterBase target, CharacterBase character, float enableMinDistance)
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{
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if (target == null || character == null)
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{
return false;
}
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Vector3 centerPointPosition = character.centerPoint.position;
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Vector3 adsorptionVector;
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/*if (target.collisionController.mainCollider.enabled)
{
adsorptionVector = target.collisionController.mainCollider.ClosestPoint(centerPointPosition) - centerPointPosition;
}
else*/
{
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float targetRadius = target.collisionSc.useCharacterController
? target.collisionSc.characterController.radius
: target.collisionSc.mainColliderRadius;
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Vector3 adsorptionDirection = (target.centerPoint.position - centerPointPosition).normalized;
adsorptionVector = (target.centerPoint.position - adsorptionDirection * targetRadius) - centerPointPosition;
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adsorptionVector *= (adsorptionVector.magnitude - (enableMinDistance * 0.5f)) / adsorptionVector.magnitude;
}
adsorptionVector.y = 0;
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if (adsorptionVector.magnitude <= enableMinDistance)
{
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character.animationSc.isDisablingMoveXZ = true;
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return true; //已经在攻击范围内
}
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character.animationSc.isDisablingMoveXZ = false;
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return false; //在攻击范围之外RootMotion生效
}
}
}