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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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[Serializable]
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public class SetRootAdsorptionAdjustment : FuncAnimPayloadBase<bool>
{
[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 executor => runtimeFuncAnim.executor;
private CharacterBase target;
private float enableMinDistance;
public SetRootAdsorptionAdjustment(CharacterBase target, float enableMinDistance)
{
this.eventName = "SetRootAdsorptionAdjustment";
this.target = target;
this.enableMinDistance = enableMinDistance;
}
public override bool Invoke()
{
return Adsorption();
}
bool Adsorption()
{
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if (target == null || executor == null)
{
return false;
}
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Vector3 centerPointPosition = executor.flexibleCenterPoint.position;
Vector3 adsorptionVector;
/*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;
Vector3 adsorptionDirection = (target.flexibleCenterPoint.position - centerPointPosition).normalized;
adsorptionVector = (target.flexibleCenterPoint.position - adsorptionDirection * targetRadius) - centerPointPosition;
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adsorptionVector *= (adsorptionVector.magnitude - (enableMinDistance * 0.5f)) / adsorptionVector.magnitude;
}
adsorptionVector.y = 0;
if (adsorptionVector.magnitude <= enableMinDistance)
{
executor.animationSc.isDisablingMoveXZ = true;
return true; //已经在攻击范围内
}
return false; //在攻击范围之外RootMotion生效
}
}
}