导入角色动画,和增加角色控制
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// Designed by KINEMATION, 2024.
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using KINEMATION.KAnimationCore.Runtime.Core;
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using System.Collections.Generic;
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using UnityEngine;
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namespace KINEMATION.KAnimationCore.Runtime.Input
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{
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public class UserInputController : MonoBehaviour
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{
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[SerializeField] public UserInputConfig inputConfig;
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protected List<object> _inputProperties;
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protected Dictionary<string, int> _inputPropertyMap;
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protected (int, float, float)[] _floatsToInterpolate;
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public UserInputConfig GetConfig()
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{
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return inputConfig;
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}
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protected virtual void Update()
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{
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if (_floatsToInterpolate == null) return;
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foreach (var tuple in _floatsToInterpolate)
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{
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float value = (float) _inputProperties[tuple.Item1];
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if (Mathf.Approximately(value, tuple.Item3))
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{
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value = tuple.Item3;
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}
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else
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{
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float alpha = KMath.ExpDecayAlpha(Time.deltaTime, tuple.Item2);
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value = Mathf.LerpUnclamped(value, tuple.Item3, alpha);
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}
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_inputProperties[tuple.Item1] = value;
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}
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}
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public virtual void Initialize()
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{
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#if UNITY_EDITOR
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_propertyNames = new List<(string, object)>();
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#endif
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_inputProperties = new List<object>();
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_inputPropertyMap = new Dictionary<string, int>();
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List<(int, float, float)> floatsToInterpolate = new List<(int, float, float)>();
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int index = 0;
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foreach (var property in inputConfig.boolProperties)
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{
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_inputProperties.Add(property.defaultValue);
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_inputPropertyMap.TryAdd(property.name, index);
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index++;
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#if UNITY_EDITOR
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_propertyNames.Add((property.name, null));
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#endif
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}
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foreach (var property in inputConfig.intProperties)
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{
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_inputProperties.Add(property.defaultValue);
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_inputPropertyMap.TryAdd(property.name, index);
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index++;
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#if UNITY_EDITOR
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_propertyNames.Add((property.name, null));
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#endif
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}
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foreach (var property in inputConfig.floatProperties)
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{
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_inputProperties.Add(property.defaultValue);
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_inputPropertyMap.TryAdd(property.name, index);
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if (!Mathf.Approximately(property.interpolationSpeed, 0f))
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{
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floatsToInterpolate.Add((index, property.interpolationSpeed, property.defaultValue));
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}
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index++;
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#if UNITY_EDITOR
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_propertyNames.Add((property.name, null));
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#endif
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}
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if (floatsToInterpolate.Count > 0)
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{
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_floatsToInterpolate = floatsToInterpolate.ToArray();
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}
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foreach (var property in inputConfig.vectorProperties)
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{
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_inputProperties.Add(property.defaultValue);
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_inputPropertyMap.TryAdd(property.name, index);
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index++;
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#if UNITY_EDITOR
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_propertyNames.Add((property.name, null));
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#endif
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}
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}
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public int GetPropertyIndex(string propertyName)
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{
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if (_inputPropertyMap.TryGetValue(propertyName, out int index))
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{
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return index;
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}
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return -1;
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}
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public virtual void SetValue(string propertyName, object value)
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{
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SetValue(GetPropertyIndex(propertyName), value);
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}
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public virtual T GetValue<T>(string propertyName)
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{
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return GetValue<T>(GetPropertyIndex(propertyName));
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}
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public virtual void SetValue(int propertyIndex, object value)
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{
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if (propertyIndex < 0 || propertyIndex > _inputProperties.Count - 1)
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{
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return;
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}
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if (_floatsToInterpolate != null)
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{
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int floatToInterpolateIndex = -1;
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for (int i = 0; i < _floatsToInterpolate.Length; i++)
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{
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if (_floatsToInterpolate[i].Item1 == propertyIndex)
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{
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floatToInterpolateIndex = i;
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}
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}
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if (floatToInterpolateIndex != -1)
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{
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var tuple = _floatsToInterpolate[floatToInterpolateIndex];
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tuple.Item3 = (float) value;
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_floatsToInterpolate[floatToInterpolateIndex] = tuple;
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return;
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}
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}
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_inputProperties[propertyIndex] = value;
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}
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public virtual T GetValue<T>(int propertyIndex)
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{
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if (propertyIndex < 0 || propertyIndex > _inputProperties.Count - 1)
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{
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return default(T);
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}
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return (T) _inputProperties[propertyIndex];
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}
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#if UNITY_EDITOR
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protected List<(string, object)> _propertyNames;
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public virtual (string, object)[] GetPropertyBindings()
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{
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if (_propertyNames == null) return null;
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int count = _propertyNames.Count;
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for (int i = 0; i < count; i++)
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{
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var item = _propertyNames[i];
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item.Item2 = _inputProperties[i];
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_propertyNames[i] = item;
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}
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return _propertyNames.ToArray();
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}
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#endif
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}
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}
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