2025-11-25 08:19:33 -05:00
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using System;
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using System.Linq;
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2025-12-08 05:27:53 -05:00
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using Cielonos.UI;
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using FIMSpace.FProceduralAnimation;
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using MoreMountains.FeedbacksForThirdParty;
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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(Vector3 dashDirection)
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{
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player.landMovementSc.TurnToDirection(dashDirection);
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Vector3 cameraForward = player.viewSc.playerCamera.transform.forward.Flatten();
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Vector3 dashCameraRotation = CalculateDashAngles(dashDirection, cameraForward);
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player.feedbackSc["Dash"].feedback.GetFeedbackOfType<MMF_CinemachineRotation>().RotationAmplitude = dashCameraRotation;
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player.feedbackSc["Dash"].feedback.GetFeedbackOfType<MMF_RadialBlur>().TargetCenter = player.GetNormalizedScreenPosition();
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fullBodyFuncAnimSm.Play("Dash");
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};
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player.operationSc.OnDodge += delegate
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{
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Vector3 dodgeDirection = Vector3.back;
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Vector3 cameraForward = player.viewSc.playerCamera.transform.forward.Flatten();
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Vector3 dodgeCameraRotation = CalculateDashAngles(dodgeDirection, cameraForward);
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player.feedbackSc["Dodge"].feedback.GetFeedbackOfType<MMF_CinemachineRotation>().RotationAmplitude = dodgeCameraRotation;
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player.feedbackSc["Dodge"].feedback.GetFeedbackOfType<MMF_RadialBlur>().TargetCenter = player.GetNormalizedScreenPosition();
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fullBodyFuncAnimSm.Play("Dodge");
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};
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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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player.selfTimeSm.ModifyTimeScale(0.1f, 1.25f);
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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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player.feedbackSc["PerfectDodge"].feedback.GetFeedbackOfType<MMF_RadialBlur>().TargetCenter = player.GetNormalizedScreenPosition();
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player.feedbackSc["PerfectDodge"].feedback.GetFeedbackOfType<MMF_AdvancedVignette>().Center = player.GetNormalizedScreenPosition();
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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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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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player.feedbackSc["PerfectDodge"].feedback.GetFeedbackOfType<MMF_RadialBlur>().TargetCenter = player.GetNormalizedScreenPosition();
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player.feedbackSc["PerfectDodge"].feedback.GetFeedbackOfType<MMF_AdvancedVignette>().Center = player.GetNormalizedScreenPosition();
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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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public partial class PlayerAnimationSubcontroller
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{
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/// <summary>
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/// 计算冲刺时的相机倾斜和俯仰
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/// </summary>
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/// <param name="dashDir">世界空间的冲刺向量 (如 Vector3.forward)</param>
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/// <param name="camForwardNoY">相机的前方 (y被设为0并归一化)</param>
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/// <returns>x为Pitch(俯仰), z为Dutch(侧倾)</returns>
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public Vector3 CalculateDashAngles(Vector3 dashDir, Vector3 camForwardNoY)
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{
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// 1. 获取相机的右方
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Vector3 camRight = Vector3.Cross(Vector3.up, camForwardNoY);
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// 2. 将冲刺方向投影到相机的 前/后 和 左/右 轴上
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float forwardDot = Vector3.Dot(dashDir, camForwardNoY); // 1为前,-1为后
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float rightDot = Vector3.Dot(dashDir, camRight); // 1为右,-1为左
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// 3. 计算目标侧倾值
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float targetDutch = forwardDot * 1f;
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// 4. 计算目标俯仰值(注意取反,使得向前冲刺时相机向下俯仰)
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float targetPitch = -rightDot * 2.0f;
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return new Vector3(targetPitch, 0, targetDutch);
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}
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}
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}
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