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Cielonos/Assets/Scripts/MainGame/Characters/Player/PlayerAnimationSubcontroller.cs

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using System;
using System.Linq;
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using Cielonos.UI;
using FIMSpace.FProceduralAnimation;
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using MoreMountains.FeedbacksForThirdParty;
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using RootMotion.FinalIK;
using SLSFramework.General;
using SLSUtilities.FunctionalAnimation;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Cielonos.MainGame.Characters
{
public partial class PlayerAnimationSubcontroller : AnimationSubcontrollerBase, IPlayerSubcontroller
{
public Player player => owner as Player;
public AnimatorOverrideController animatorOverride;
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public LegsAnimator legsAnimator;
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public override void Initialize()
{
base.Initialize();
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player.operationSc.OnDash += delegate(Vector3 inputDirection)
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{
Vector3 cameraForward = player.viewSc.playerCamera.transform.forward.Flatten();
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player.landMovementSc.TurnToDirection(inputDirection);
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Vector3 playerForward = player.transform.forward.Flatten();
Vector3 dashCameraRotation = CalculateDashAngles(playerForward, cameraForward);
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player.feedbackSc["Dash"].feedback.GetFeedbackOfType<MMF_CinemachineRotation>().RotationAmplitude = dashCameraRotation;
player.feedbackSc["Dash"].feedback.GetFeedbackOfType<MMF_RadialBlur>().TargetCenter = player.GetNormalizedScreenPosition();
fullBodyFuncAnimSm.Play("Dash");
};
player.operationSc.OnDodge += delegate
{
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Vector3 playerBackward = -player.transform.forward.Flatten();
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Vector3 cameraForward = player.viewSc.playerCamera.transform.forward.Flatten();
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Vector3 dodgeCameraRotation = CalculateDashAngles(playerBackward, cameraForward);
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player.feedbackSc["Dodge"].feedback.GetFeedbackOfType<MMF_CinemachineRotation>().RotationAmplitude = dodgeCameraRotation;
player.feedbackSc["Dodge"].feedback.GetFeedbackOfType<MMF_RadialBlur>().TargetCenter = player.GetNormalizedScreenPosition();
fullBodyFuncAnimSm.Play("Dodge");
};
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}
protected override void Update()
{
base.Update();
player.inputSc.preinputSubmodule.Update(isDuringPreinput, isAtActionDisruption);
}
protected override void LateUpdate()
{
base.LateUpdate();
}
public override void RegisterDefaultFunctions()
{
base.RegisterDefaultFunctions();
registeredFunctions.Add("DashStart", anim =>
{
player.landMovementSc.isDashing = true;
player.landMovementSc.dashMoveMultiplier = anim.funcAnimData.variableCollection.GetVariable<float>("DashMoveMultiplier");
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player.selfTimeSm.ModifyTimeScale(0.1f, 1.25f);
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player.audioSc.PlayDashSound();
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player.feedbackSc["Dash"]?.Play();
//player.renderSc.dashTrails.ForEach(ds => ds.active = true);
//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);
defaultDodge.onPerfectDodge = () =>
{
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player.feedbackSc["PerfectDodge"].feedback.GetFeedbackOfType<MMF_RadialBlur>().TargetCenter = player.GetNormalizedScreenPosition();
player.feedbackSc["PerfectDodge"].feedback.GetFeedbackOfType<MMF_AdvancedVignette>().Center = player.GetNormalizedScreenPosition();
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};
player.reactionSc.dodgeSm.ApplyDodge(defaultDodge);
});
registeredFunctions.Add("DashEnd", anim =>
{
player.landMovementSc.isDashing = false;
player.landMovementSc.dashMoveMultiplier = 1;
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");
});
registeredFunctions.Add("DodgeStart", anim =>
{
player.landMovementSc.isDashing = true;
player.landMovementSc.dashMoveMultiplier = anim.funcAnimData.variableCollection.GetVariable<float>("DashMoveMultiplier");
player.audioSc.PlayDashSound();
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player.feedbackSc["Dodge"]?.Play();
//player.renderSc.dashTrails.ForEach(ds => ds.active = true);
//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);
defaultDodge.onPerfectDodge = () =>
{
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player.feedbackSc["PerfectDodge"].feedback.GetFeedbackOfType<MMF_RadialBlur>().TargetCenter = player.GetNormalizedScreenPosition();
player.feedbackSc["PerfectDodge"].feedback.GetFeedbackOfType<MMF_AdvancedVignette>().Center = player.GetNormalizedScreenPosition();
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};
player.reactionSc.dodgeSm.ApplyDodge(defaultDodge);
});
registeredFunctions.Add("DodgeEnd", anim =>
{
player.landMovementSc.isDashing = false;
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");
});
}
}
public partial class PlayerAnimationSubcontroller
{
public bool isDuringPreinput;
public bool isAtActionDisruption;
protected override void UpdateIntervalInfo()
{
base.UpdateIntervalInfo();
isDuringPreinput = currentIntervals.Any(interval => interval.intervalType == IntervalType.Preinput);
isAtActionDisruption = lastFrameIntervals.SwitchOut(currentIntervals, (interval) => interval.intervalType == IntervalType.Preinput);
}
}
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public partial class PlayerAnimationSubcontroller
{
/// <summary>
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/// 计算冲刺时的摄像机倾斜角度
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/// </summary>
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/// <param name="dashDir">冲刺输入的平整化方向 (y=0, normalized)</param>
/// <param name="camFwd">摄像机的平整化前方 (y=0, normalized)</param>
/// <returns>Vector3(Pitch角度, 0, Roll角度)</returns>
public Vector3 CalculateDashAngles(Vector3 dashDir, Vector3 camFwd)
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{
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// 1. 确保输入向量是归一化的(以防万一)
Vector3 d = dashDir.normalized;
Vector3 f = camFwd.normalized;
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// 2. 通过叉乘获取摄像机的水平右方向 (camRight)
// 在左手坐标系UnityUp x Forward = Right
Vector3 r = Vector3.Cross(Vector3.up, f);
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// 3. 计算投影权重 (范围在 -1 到 1 之间)
// forwardWeight: 1表示完全同向-1表示完全反向
float forwardWeight = Vector3.Dot(d, f);
// sideWeight: 1表示向右冲-1表示向左冲
float sideWeight = Vector3.Dot(d, r);
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// 4. 定义倾斜强度系数 (控制在 1.5度 左右)
const float tiltIntensity = 1.5f;
// 5. 计算最终角度
// x 轴旋转 (Pitch):正值向下倾斜(向前冲),负值向上倾斜(向后退)
float pitch = forwardWeight * tiltIntensity;
// z 轴旋转 (Dutch/Roll)
// 注意:向右冲时(sideWeight=1),通常相机向左倾斜(z为负值)更有动感
float roll = -sideWeight * tiltIntensity;
return new Vector3(pitch, 0, roll);
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}
}
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}