This commit is contained in:
SoulliesOfficial
2026-01-03 18:19:39 -05:00
parent 3bcd7c1cf8
commit 33b1795c1f
7387 changed files with 2762819 additions and 716926 deletions

View File

@@ -22,7 +22,7 @@ namespace Cielonos.MainGame.Characters
public partial class CharacterBase : SerializedMonoBehaviour
{
public Fraction fraction;
public Transform flexibleCenterPoint;
public Transform flexibleCenterPoint => bodyPartsSc.flexibleCenterPoint;
public Transform footPoint;
[TitleGroup("Data & Presets")]
@@ -53,23 +53,17 @@ namespace Cielonos.MainGame.Characters
[TitleGroup("Navigation")]
public HUDNavigationElement navigationElement;
protected virtual void Awake()
{
InitializeSubcontrollers();
InitializeSubmodules();
}
#if UNITY_EDITOR
private void Reset()
protected void Awake()
{
InitializeSubmodules();
InitializeSubcontrollers();
}
#endif
protected virtual void Start()
{
vfxData.Initialize(this);
vfxData?.Initialize(this);
selfTimeSm?.SetUp(this);
if (fraction == Fraction.Enemy)
{
@@ -116,8 +110,12 @@ namespace Cielonos.MainGame.Characters
public partial class CharacterBase
{
public AttackResult DealAttack(AttackValue attackValue, out bool isDead)
public AttackResult GetAttacked(AttackAreaBase attackArea, out bool isDead)
{
eventSm.onBeforeGetAttacked.Invoke(attackArea);
AttackValue attackValue = attackArea.attackSm.attackValue;
AttackResult result = new AttackResult(attackValue.damage);
/*if (statusModule.IsInvincible)
@@ -127,7 +125,7 @@ namespace Cielonos.MainGame.Characters
return finalDamage;
}*/
float finalDamage = GetDamageValueAfterResistance(attackValue);
float finalDamage = GetFinalDamageValue(attackValue);
if (attributeSm.HasAttribute("Shield") && attributeSm["Shield"] > 0)
{
@@ -163,20 +161,17 @@ namespace Cielonos.MainGame.Characters
return result;
}
public float GetDamageValueAfterResistance(AttackValue attackValue)
public float GetFinalDamageValue(AttackValue attackValue)
{
/*float reductionRate = attributeModule.currentAttributes.TryGetValue("DamageReduction", out float rate) ? rate : 0;
return attackValue.attackType switch
{
AttackType.Energy => attackValue.damage * GetDamageReduction(attributeModule.GetCurrentAttribute("EnergyAttackResistance"), reductionRate),
AttackType.Kinetics => attackValue.damage * GetDamageReduction(attributeModule.GetCurrentAttribute("KineticAttackResistance"), reductionRate),
AttackType.Explosion => attackValue.damage * GetDamageReduction(attributeModule.GetCurrentAttribute("ExplosionAttackResistance"), reductionRate),
AttackType.Magic => attackValue.damage * GetDamageReduction(attributeModule.GetCurrentAttribute("MagicAttackResistance"), reductionRate),
AttackType.Elemental => attackValue.damage * GetDamageReduction(attributeModule.GetCurrentAttribute("ElementalAttackResistance"), reductionRate),
AttackType.Pure => attackValue.damage * GetDamageReduction(0, reductionRate),
_ => throw new ArgumentOutOfRangeException()
};*/
string dmByAttackType = attackValue.attackType.ToString() + "DamageDealtMultiplier";
string gmByAttackType = attackValue.attackType.ToString() + "DamageGainMultiplier";
attackValue.damage *= attackValue.attacker.attributeSm[dmByAttackType];
attackValue.damage *= attributeSm[gmByAttackType];
attackValue.damage *= attackValue.attacker.attributeSm["FinalDamageDealtMultiplier"];
attackValue.damage *= attributeSm["FinalDamageGainMultiplier"];
return attackValue.damage;
}
}
@@ -206,7 +201,7 @@ namespace Cielonos.MainGame.Characters
recoveryTime = 0f;
break;
}
Debug.Log($"GetHit Disruption Animation Played: {disruptionType} - {breakthroughType}, Recovery Time: {recoveryTime}");
return true;
}

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 4e65e8868feca6d4aa33663566b71707
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Sirenix.OdinInspector;
using SLSFramework.General;
using SLSUtilities.FunctionalAnimation;
using UnityEngine;
@@ -12,6 +13,8 @@ namespace Cielonos.MainGame.Characters
public partial class AnimationSubcontrollerBase : SubcontrollerBase<CharacterBase>
{
public Animator animator;
public AnimatorStateMapper mapper;
public Dictionary<DisruptionType, bool> disruptionStatus;
@@ -34,6 +37,8 @@ namespace Cielonos.MainGame.Characters
defaultAnimationGroup?.SetUp(this);
disruptionStatus = new Dictionary<DisruptionType, bool>()
{
{ DisruptionType.ForcedAction , false},
{ DisruptionType.ForcedExternal , false},
{ DisruptionType.NormalExternal, false },
{ DisruptionType.NormalAction, false },
{ DisruptionType.Movement, false }
@@ -77,6 +82,22 @@ namespace Cielonos.MainGame.Characters
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);
if (fullBodyFuncAnimSm.currentRuntimeFuncAnim.HasIntervalType(IntervalType.ForcedActionDisruption))
{
disruptionStatus[DisruptionType.ForcedAction] = currentIntervals.Any(interval => interval.intervalType == IntervalType.ForcedActionDisruption);
}
else
{
disruptionStatus[DisruptionType.ForcedAction] = true;
}
if (fullBodyFuncAnimSm.currentRuntimeFuncAnim.HasIntervalType(IntervalType.ForcedExternalDisruption))
{
disruptionStatus[DisruptionType.ForcedExternal] = currentIntervals.Any(interval => interval.intervalType == IntervalType.ForcedExternalDisruption);
}
else
{
disruptionStatus[DisruptionType.ForcedExternal] = true;
}
isDuringRootMotion = currentIntervals.Any(interval => interval.intervalType == IntervalType.RootMotion);
}
}
@@ -245,25 +266,26 @@ namespace Cielonos.MainGame.Characters
if (direction == default || !animator.HasState(fullBodyActionIndex, Animator.StringToHash(getHitAnim)))
{
animator.CrossFade(getHitFrontAnim, normalizedTransitionDuration, fullBodyActionIndex, 0);
animDuration = mapper.GetClip(getHitFrontAnim).length;
}
else
{
animator.CrossFade(getHitAnim, normalizedTransitionDuration, fullBodyActionIndex, 0);
animDuration = mapper.GetClip(getHitAnim).length;
}
animDuration = animator.GetCurrentAnimatorStateInfo(fullBodyActionIndex).length;
}
else if (animator.HasState(fullBodyActionIndex, Animator.StringToHash(getHitAnimPrefix)))
{
getHitAnim = getHitAnimPrefix;
animator.CrossFade(getHitAnim, normalizedTransitionDuration, fullBodyActionIndex, 0);
animDuration = animator.GetCurrentAnimatorStateInfo(fullBodyActionIndex).length;
animDuration = mapper.GetClip(getHitAnim).length;
}
else
{
if (animator.HasState(fullBodyActionIndex, Animator.StringToHash("GetHit")))
{
animator.CrossFade("GetHit", normalizedTransitionDuration, fullBodyActionIndex, 0);
animDuration = animator.GetCurrentAnimatorStateInfo(fullBodyActionIndex).length;
animDuration = mapper.GetClip("GetHit").length;
}
else
{

View File

@@ -0,0 +1,160 @@
using UnityEngine;
using System.Collections.Generic;
using Sirenix.OdinInspector; // 引入 Odin 命名空间
#if UNITY_EDITOR
using UnityEditor.Animations; // 仅编辑器下引用用于解析Controller
#endif
namespace Cielonos.MainGame.Characters
{
public class AnimatorStateMapper
{
// --- 配置区域 ---
[Title("Bake Settings")]
[SerializeField, LabelText("Target Animator")]
private Animator _targetAnimatorForBake;
[TableList(ShowIndexLabels = true), Searchable] // Odin: 列表显示为表格,且支持搜索
[SerializeField]
private List<StateClipPair> _mappings = new List<StateClipPair>();
// --- 运行时缓存 ---
private Dictionary<string, AnimationClip> _clipDict;
private bool _isInitialized = false;
// --- 简单的数据结构 ---
[System.Serializable]
public struct StateClipPair
{
[ReadOnly] // 防止手动误改建议通过Bake生成
public string stateName;
public AnimationClip clip;
}
public AnimatorStateMapper()
{
_mappings = new List<StateClipPair>();
}
// ========================================================================
// Runtime API (供宿主调用)
// ========================================================================
/// <summary>
/// 必须在宿主的 Awake 中调用此方法构建索引
/// </summary>
public void Initialize()
{
if (_isInitialized) return;
_clipDict = new Dictionary<string, AnimationClip>(_mappings.Count);
foreach (var pair in _mappings)
{
if (!string.IsNullOrEmpty(pair.stateName) && pair.clip != null)
{
// 防止重复Key报错以后面的覆盖前面的或者你可以选择忽略
_clipDict[pair.stateName] = pair.clip;
}
}
_isInitialized = true;
}
public AnimationClip GetClip(string stateName)
{
if (!_isInitialized) Initialize();
if (_clipDict.TryGetValue(stateName, out var clip))
{
return clip;
}
Debug.LogWarning($"[AnimatorStateMapper] 未找到 State: '{stateName}' 对应的 Clip。请检查是否已 Bake 或 State 名字是否正确。");
return null;
}
public float GetClipLength(string stateName)
{
var clip = GetClip(stateName);
return clip != null ? clip.length : 0f;
}
// ========================================================================
// Editor Baking Logic (Odin Button)
// ========================================================================
#if UNITY_EDITOR
public void Bake(Animator animator)
{
_targetAnimatorForBake = animator;
var controller = _targetAnimatorForBake.runtimeAnimatorController as AnimatorController;
// 处理 Override Controller 的情况
if (controller == null && _targetAnimatorForBake.runtimeAnimatorController is AnimatorOverrideController overrideCtrl)
{
controller = overrideCtrl.runtimeAnimatorController as AnimatorController;
}
if (controller == null)
{
Debug.LogError("Animator 上未找到有效的 AnimatorController (或 AnimatorOverrideController) 资源!");
return;
}
_mappings.Clear();
int count = 0;
// 递归遍历所有的 Layer 和 SubStateMachine
foreach (var layer in controller.layers)
{
count += RecursiveProcessStateMachine(layer.stateMachine);
}
Debug.Log($"<color=green>Bake 完成!共提取了 {count} 个 State-Clip 映射。</color>");
}
private int RecursiveProcessStateMachine(AnimatorStateMachine stateMachine)
{
int count = 0;
// 1. 遍历当前层级的 State
foreach (var childState in stateMachine.states)
{
var state = childState.state;
var motion = state.motion;
// 仅处理直接引用 AnimationClip 的情况
if (motion is AnimationClip clip)
{
_mappings.Add(new StateClipPair { stateName = state.name, clip = clip });
count++;
}
// TODO: 如果需要支持 BlendTree可以在这里扩展逻辑
// else if (motion is BlendTree tree) { ... }
}
// 2. 递归遍历子状态机 (Sub-State Machines)
foreach (var childMachine in stateMachine.stateMachines)
{
count += RecursiveProcessStateMachine(childMachine.stateMachine);
}
return count;
}
#endif
}
#if UNITY_EDITOR
public partial class AnimationSubcontrollerBase
{
[Button]
private void MapperBake()
{
mapper ??= new AnimatorStateMapper();
mapper.Bake(animator);
}
}
#endif
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0ea4943f9bb92174fbf6dc844cadf580

View File

@@ -23,6 +23,9 @@ namespace Cielonos.MainGame.Characters
[Title("Custom Parts")]
public Dictionary<string, Transform> customBodyParts;
[Title("Attachments")]
public Dictionary<string, GameObject> attachments;
}
public partial class BodyPartsSubcontroller
@@ -48,4 +51,14 @@ namespace Cielonos.MainGame.Characters
return customBodyParts.GetValueOrDefault(partName);
}
}
public partial class BodyPartsSubcontroller
{
public AuxiliaryDrone AuxiliaryDrone => GetAttachment("AuxiliaryDrone")?.GetComponent<AuxiliaryDrone>();
public GameObject GetAttachment(string attachmentName)
{
return attachments.GetValueOrDefault(attachmentName);
}
}
}

View File

@@ -11,6 +11,8 @@ namespace Cielonos.MainGame.Characters
private void Update()
{
if (feedbacks == null) return;
foreach (var feedbackUnit in feedbacks.Values)
{
float timeScaleMultiplier = owner.selfTimeSm.TimeScale;

View File

@@ -56,9 +56,7 @@ namespace Cielonos.MainGame.Characters
if (owner is Player player)
{
dashRotation.y = player.viewSc.lockTargetModule.isUsingLockTargetCamera
? player.viewSc.cameraRotationSm.cinemachineEndLockYaw + angle
: player.viewSc.cameraRotationSm.cinemachineTargetYaw + angle;
dashRotation.y = player.viewSc.playerCamera.transform.eulerAngles.y + angle;
}
else
{

View File

@@ -5,7 +5,7 @@ using UnityEngine;
namespace Cielonos.MainGame.Characters
{
public class ReactionSubcontroller : SubcontrollerBase<CharacterBase>
public partial class ReactionSubcontroller : SubcontrollerBase<CharacterBase>
{
public Dictionary<BreakthroughType, bool> originalBreakthroughResistances;
public Dictionary<BreakthroughType, bool> breakthroughResistances;
@@ -20,8 +20,8 @@ namespace Cielonos.MainGame.Characters
{
{ BreakthroughType.None, true },
{ BreakthroughType.Weak, true },
{ BreakthroughType.Medium, true },
{ BreakthroughType.Heavy, true },
{ BreakthroughType.Medium, false },
{ BreakthroughType.Heavy, false },
{ BreakthroughType.Disruption, false },
{ BreakthroughType.Forced, false },
{ BreakthroughType.Unstoppable, false },
@@ -31,8 +31,8 @@ namespace Cielonos.MainGame.Characters
{
{ BreakthroughType.None, true },
{ BreakthroughType.Weak, true },
{ BreakthroughType.Medium, true },
{ BreakthroughType.Heavy, true },
{ BreakthroughType.Medium, false },
{ BreakthroughType.Heavy, false },
{ BreakthroughType.Disruption, false },
{ BreakthroughType.Forced, false },
{ BreakthroughType.Unstoppable, false },
@@ -61,4 +61,18 @@ namespace Cielonos.MainGame.Characters
}
}
}
public partial class ReactionSubcontroller
{
public void InitializeResistances(EnemyRank enemyRank)
{
if (enemyRank == EnemyRank.Nexus || enemyRank == EnemyRank.Core)
{
originalBreakthroughResistances[BreakthroughType.Medium] = true;
originalBreakthroughResistances[BreakthroughType.Heavy] = true;
breakthroughResistances[BreakthroughType.Medium] = true;
breakthroughResistances[BreakthroughType.Heavy] = true;
}
}
}
}

View File

@@ -30,14 +30,26 @@ namespace Cielonos.MainGame.Characters
public void RefreshAttribute(string attributeName)
{
attributeGroup.ResetAttribute(attributeName);
//owner.equipmentSubmodule.GetGeneralAttributeChange(attributeName, out float e_numeric, out float e_pAccumulation, out float e_pMultiplication);
//owner.combatBuffSubmodule.GetGeneralAttributeChange(attributeName, out float cb_numeric, out float cb_pAccumulation, out float cb_pMultiplication);
float numeric = 0; //e_numeric + cb_numeric;
float pAccumulation = 0; //e_pAccumulation + cb_pAccumulation;
float pMultiplication = 1; //e_pMultiplication * cb_pMultiplication;
float numeric = 0;
float pAccumulation = 0;
float pMultiplication = 1;
if (owner is Player player)
{
player.inventorySc.ApplyAttributeChange(attributeName, ref numeric, ref pAccumulation, ref pMultiplication);
}
owner.buffSm.ApplyAttributeChange(attributeName, ref numeric, ref pAccumulation, ref pMultiplication);
attributeGroup.ModifyAttribute(attributeName, numeric, pAccumulation, pMultiplication);
}
public void RefreshAllAttributes()
{
foreach (var attributeName in attributeGroup.original.Keys)
{
RefreshAttribute(attributeName);
}
}
}
}

View File

@@ -64,4 +64,28 @@ namespace Cielonos.MainGame.Characters
return dispelledBuffs;
}*/
}
public partial class BuffSubmodule
{
public void ApplyAttributeChange(string attributeName, ref float numericChange, ref float percentageAccumulationChange, ref float percentageMultiplicationChange)
{
foreach (CharacterBuffBase buff in buffList.Where(buff => buff.attributeSubmodule != null))
{
if (buff.attributeSubmodule.numericChange.TryGetValue(attributeName, out float nChange))
{
numericChange += nChange;
}
if (buff.attributeSubmodule.percentageChangeOfAccumulation.TryGetValue(attributeName, out float paChange))
{
percentageAccumulationChange += paChange;
}
if (buff.attributeSubmodule.percentageChangeOfMultiplication.TryGetValue(attributeName, out float pmChange))
{
percentageMultiplicationChange *= pmChange;
}
}
}
}
}

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@@ -12,7 +12,8 @@ namespace Cielonos.MainGame.Characters
public OrderedDictionary<string, PrioritizedAction<AttackAreaBase>> onGetHit; //被击中时,参数为产生命中的攻击区域
public OrderedDictionary<string, PrioritizedAction<AttackAreaBase>> onStartAttack; //开始攻击时,参数为产生成攻击的攻击区域
public OrderedDictionary<string, PrioritizedAction<AttackAreaBase, AttackResult>> onFinishAttack; //完成攻击时,参数为被攻击目标和对应的攻击结果
public OrderedDictionary<string, PrioritizedAction<AttackAreaBase, AttackResult>> onGetAttacked; //被攻击,参数为攻击者和攻击结果
public OrderedDictionary<string, PrioritizedAction<AttackAreaBase>> onBeforeGetAttacked; //被攻击,参数为攻击者和攻击结果
public OrderedDictionary<string, PrioritizedAction<AttackAreaBase, AttackResult>> onAfterGetAttacked; //被攻击后,参数为攻击者和攻击结果
public OrderedDictionary<string, PrioritizedAction<CharacterBase, float>> onUseEnergy; //使用能量时,参数为使用能量的使用者和能量值
public EventSubmodule(CharacterBase owner) : base(owner)
{
@@ -21,7 +22,8 @@ namespace Cielonos.MainGame.Characters
onGetHit = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase>>();
onStartAttack = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase>>();
onFinishAttack = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase, AttackResult>>();
onGetAttacked = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase, AttackResult>>();
onBeforeGetAttacked = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase>>();
onAfterGetAttacked = new OrderedDictionary<string, PrioritizedAction<AttackAreaBase, AttackResult>>();
onUseEnergy = new OrderedDictionary<string, PrioritizedAction<CharacterBase, float>>();
}
}

View File

@@ -70,19 +70,21 @@ namespace Cielonos.MainGame
public bool CheckPlayability(DisruptionType disruptionType = DisruptionType.NormalAction)
{
if (currentRuntimeFuncAnim == null || disruptionType == DisruptionType.Death)
if (character.statusSm.isDead)
{
return false;
}
if (currentRuntimeFuncAnim == null || disruptionType == DisruptionType.Death || disruptionType == DisruptionType.Must)
{
return true;
}
if (disruptionType == DisruptionType.ForcedAction || disruptionType == DisruptionType.ForcedExternal)
if (disruptionType == DisruptionType.ForcedAction)
{
if (character.statusSm.isDead || character.statusSm.HasStatus(StatusType.Incapacitation))
{
return false;
}
return true;
return animationSc.disruptionStatus[DisruptionType.ForcedAction] ||
animationSc.disruptionStatus[DisruptionType.NormalAction] ||
animationSc.disruptionStatus[DisruptionType.Movement];
}
if (disruptionType == DisruptionType.NormalAction)
@@ -103,7 +105,7 @@ namespace Cielonos.MainGame
return disruptionType switch
{
DisruptionType.None => false,
DisruptionType.Must or DisruptionType.Death or DisruptionType.ForcedAction or DisruptionType.ForcedExternal => true,
DisruptionType.Must or DisruptionType.Death => true,
_ => animationSc.disruptionStatus[disruptionType]
};
}
@@ -130,10 +132,6 @@ namespace Cielonos.MainGame
if (!CheckPlayability(newRtFuncAnim.funcAnimData.animInfo.disruptionType))
{
Debug.LogWarning($"[FunctionalAnimationSubmodule] Cannot play animation '{animationName}' due to playability check failure." +
$"CurrentAnimation={currentRuntimeFuncAnim?.funcAnimData.animInfo.animationName ?? "None"} " +
$"NewRtFuncAnim: disruptionType={newRtFuncAnim.funcAnimData.animInfo.disruptionType}" +
$"IsDuringDisruption={animationSc.disruptionStatus[newRtFuncAnim.funcAnimData.animInfo.disruptionType]}");
return false;
}
@@ -144,7 +142,8 @@ namespace Cielonos.MainGame
currentRuntimeFuncAnim.InvokeEndEvents();
ResetPlayerPreinput();
}
float oldClipLength = currentRuntimeFuncAnim != null ? currentClip.length : 1f;
currentRuntimeFuncAnim = newRtFuncAnim;
currentRuntimeFuncAnim.ClearRuntimeEvents();
runtimeStartEvents?.ForEach(payload => currentRuntimeFuncAnim.AddStartEvent(payload));
@@ -157,7 +156,7 @@ namespace Cielonos.MainGame
currentRuntimeFuncAnim.currentPlayTime = animInfo.overrideStartFrame / currentClip.frameRate;
float normalizedTimeOffset = currentPlayTime / currentClip.length;
float normalizedTransitionDuration = isNormalizedTransition ? transitionDuration : transitionDuration / currentClip.length;
float normalizedTransitionDuration = isNormalizedTransition ? transitionDuration : transitionDuration / oldClipLength;
animator.CrossFade(animInfo.stateName, normalizedTransitionDuration, animator.GetLayerIndex(animatorLayerName), normalizedTimeOffset);
float actionSpeed = animInfo.overridePlaySpeed * currentPlaySpeedMultiplier;
animator.SetFloat(ActionSpeed, actionSpeed);
@@ -170,6 +169,16 @@ namespace Cielonos.MainGame
currentRuntimeFuncAnim.SetUpdateUntilEventsStatus();
return true;
}
/// <summary>
/// 停止指定名称的动画,默认为强制停止
/// </summary>
public bool Stop(string animationName, DisruptionType disruptionType = DisruptionType.Must, float transitionDuration = 0.1f)
{
if (currentRuntimeFuncAnim == null) return true;
if (currentRuntimeFuncAnim.funcAnimData.animInfo.animationName != animationName) return false;
return Stop(disruptionType, transitionDuration);
}
/// <summary>
/// 停止当前动画
@@ -185,7 +194,7 @@ namespace Cielonos.MainGame
if(currentRuntimeFuncAnim == null) return true;
if (disruptionType != DisruptionType.Death)
if (disruptionType != DisruptionType.Death && disruptionType != DisruptionType.Must)
{
if (!CheckDisruption(disruptionType))
{
@@ -201,15 +210,13 @@ namespace Cielonos.MainGame
ResetPlayerPreinput();
}
float normalizedTransitionDuration = transitionDuration / currentClip.length;
float oldClipLength = currentRuntimeFuncAnim != null ? currentClip.length : 1f;
float normalizedTransitionDuration = transitionDuration / oldClipLength;
animator.CrossFade("Empty", normalizedTransitionDuration, animator.GetLayerIndex(animatorLayerName));
animationSc.disruptionStatus[DisruptionType.NormalExternal] = false;
animationSc.disruptionStatus[DisruptionType.NormalAction] = false;
animationSc.disruptionStatus[DisruptionType.Movement] = false;
currentRuntimeFuncAnim = null;
Debug.Log("[FunctionalAnimationSubmodule] Animation stopped successfully.");
return true;
}
@@ -224,6 +231,8 @@ namespace Cielonos.MainGame
if (currentPlayTime >= currentClip.length)
{
UpdateEvents();
if (currentClip.isLooping)
{
currentRuntimeFuncAnim.currentPlayTime %= currentClip.length;

View File

@@ -87,8 +87,10 @@ namespace Cielonos.MainGame.Characters
default:
throw new ArgumentOutOfRangeException();
}
}
public void SetUp(CharacterBase entity)
{
if (entity.animationSc != null)
{
timeScaleObservable.Subscribe(timeScale =>