306 lines
11 KiB
C#
306 lines
11 KiB
C#
using System;
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using KINEMATION.MagicBlend.Runtime;
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using NBC;
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using UnityEngine;
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namespace NBF
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{
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public class PlayerAnimator : MonoBehaviour
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{
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public Animator _Animator;
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public FPlayer Player { get; private set; }
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private bool _isRodLayerEnabled;
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private bool _isInit;
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private PlayerIK _IK;
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private MagicBlending _magicBlending;
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private bool _IsInVehicle;
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#region 参数定义
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// public static readonly int IsSwiming = Animator.StringToHash("Swim");
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//
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// public static readonly int ThrowFar = Animator.StringToHash("ThrowFar");
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//
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// public static readonly int BoatDriving = Animator.StringToHash("BoatDriving");
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//
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// public static readonly int BaitInWater = Animator.StringToHash("BaitInWater");
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//
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// public static readonly int HeldRod = Animator.StringToHash("HeldRod");
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//
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// public static readonly int RodArming = Animator.StringToHash("RodArming");
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public static readonly int Forward = Animator.StringToHash("Forward");
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public static readonly int Turn = Animator.StringToHash("Turn");
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public static readonly int OnGroundHash = Animator.StringToHash("OnGround");
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public static readonly int PrepareThrowHash = Animator.StringToHash("PrepareThrow");
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public static readonly int StartThrowHash = Animator.StringToHash("StartThrow");
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public static readonly int BaitThrownHash = Animator.StringToHash("BaitThrown");
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private static readonly int FishingUpHash = Animator.StringToHash("FishingUp");
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public static readonly string LureRodLayer = "LureRod";
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public static readonly string HandRodLayer = "HandRod";
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public float FishingUp
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{
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get => _Animator.GetFloat(FishingUpHash);
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set => _Animator.SetFloat(FishingUpHash, value);
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}
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public bool OnGround
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{
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get => _Animator.GetBool(OnGroundHash);
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set => _Animator.SetBool(OnGroundHash, value);
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}
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public bool StartThrow
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{
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get => _Animator.GetBool(StartThrowHash);
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set => _Animator.SetBool(StartThrowHash, value);
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}
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public bool BaitThrown
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{
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get => _Animator.GetBool(BaitThrownHash);
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set => _Animator.SetBool(BaitThrownHash, value);
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}
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public bool PrepareThrow
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{
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get => _Animator.GetBool(PrepareThrowHash);
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set => _Animator.SetBool(PrepareThrowHash, value);
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}
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#endregion
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private void Awake()
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{
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Player = GetComponentInParent<FPlayer>();
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_magicBlending = GetComponent<MagicBlending>();
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_Animator = GetComponent<Animator>();
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_Animator.keepAnimatorStateOnDisable = true;
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_IK = GetComponent<PlayerIK>();
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_isInit = true;
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Player.OnFishingSetEquiped += OnFishingSetEquiped_OnRaised;
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Player.OnFishingSetUnequip += OnFishingSetUnequip;
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Player.Data.OnStateChange += PlayerFSMState_OnValueChanged;
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}
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private void OnDestroy()
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{
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Player.OnFishingSetEquiped -= OnFishingSetEquiped_OnRaised;
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Player.OnFishingSetUnequip -= OnFishingSetUnequip;
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Player.Data.OnStateChange += PlayerFSMState_OnValueChanged;
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}
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private void OnFishingSetUnequip()
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{
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_isRodLayerEnabled = false;
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// _IK.SetBipedLeftHandIK(enabled: false, null);
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}
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private void OnFishingSetEquiped_OnRaised(FHandItem item)
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{
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if (item is FRod rod)
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{
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_isRodLayerEnabled = true;
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// var reel = Player.Rod.Reel;
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// _IK.SetBipedLeftHandIK(enabled: false, reel.FingersIKAnchor);
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}
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else
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{
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}
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}
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public void SetLayerWeight(string layer, float weight)
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{
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_Animator.SetLayerWeight(_Animator.GetLayerIndex(layer), weight);
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}
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private void PlayerFSMState_OnValueChanged(PlayerState state)
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{
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// switch (Player.Data.PreviousState)
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// {
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// case PlayerState.vehicle:
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// _IsInVehicle = false;
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// _Animator.SetBool(BoatDriving, value: false);
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// break;
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// case PlayerState.swiming:
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// _Animator.SetBool(IsSwiming, value: false);
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// break;
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// case PlayerState.preciseCastIdle:
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// _Animator.SetBool(PreciseIdle, value: false);
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// break;
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// case PlayerState.prepare:
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// _Animator.SetBool(RodArming, value: false);
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// break;
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// case PlayerState.casting:
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// _Animator.SetBool(ThrowFar, value: false);
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// break;
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// case PlayerState.collectFish:
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// _magicBlending.BlendAsset.globalWeight = 0f;
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// break;
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// }
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//
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// switch (state)
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// {
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// switch (Player.Data.PreviousState)
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// {
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// case PlayerState.vehicle:
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// _IsInVehicle = false;
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// _Animator.SetBool(BoatDriving, value: false);
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// break;
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// case PlayerState.swiming:
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// _Animator.SetBool(IsSwiming, value: false);
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// break;
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// case PlayerState.preciseCastIdle:
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// _Animator.SetBool(PreciseIdle, value: false);
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// break;
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// case PlayerState.prepare:
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// _Animator.SetBool(RodArming, value: false);
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// break;
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// case PlayerState.casting:
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// _Animator.SetBool(ThrowFar, value: false);
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// break;
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// case PlayerState.collectFish:
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// _magicBlending.BlendAsset.globalWeight = 0f;
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// break;
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// }
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//
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// switch (state)
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// {
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// case PlayerState.idle:
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// case PlayerState.move:
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// _Animator.SetBool(BaitInWater, value: false);
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// _Animator.SetBool(HeldRod, value: false);
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// _Animator.SetBool(ThrowFar, value: false);
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// _Animator.SetBool(RodArming, value: false);
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// break;
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// case PlayerState.prepare:
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// _Animator.SetBool(RodArming, value: true);
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// _Animator.SetBool(HeldRod, value: true);
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// break;
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// case PlayerState.fishing:
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// _Animator.SetBool(HeldRod, value: true);
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// _Animator.SetBool(BaitInWater, value: true);
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// break;
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// case PlayerState.vehicle:
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// _Animator.SetBool(BaitInWater, value: false);
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// _Animator.SetBool(HeldRod, value: false);
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// _Animator.SetBool(ThrowFar, value: false);
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// _Animator.SetBool(RodArming, value: false);
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// _Animator.SetBool(BoatDriving, value: true);
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// _IK.SetBipedLeftHandIK(enabled: true);
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// _IsInVehicle = true;
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// break;
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// case PlayerState.vehicleFishing:
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// _Animator.SetBool(BaitInWater, value: false);
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// _Animator.SetBool(HeldRod, value: false);
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// _Animator.SetBool(ThrowFar, value: false);
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// _Animator.SetBool(RodArming, value: false);
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// _IsInVehicle = true;
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// break;
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// case PlayerState.swiming:
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// _Animator.SetBool(IsSwiming, value: true);
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// break;
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// case PlayerState.collectFish:
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// _Animator.SetBool(BaitInWater, value: false);
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// _IK.SetAimIK(enabled: false);
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// _magicBlending.BlendAsset.globalWeight = 1f;
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// break;
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// case PlayerState.preciseCastIdle:
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// _Animator.SetBool(PreciseIdle, value: true);
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// break;
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// case PlayerState.casting:
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// case PlayerState.baitFlies:
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// case PlayerState.fight:
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// case PlayerState.fishView:
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// case PlayerState.throwFish:
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// case PlayerState.flyModeDebug:
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// break;
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// }
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}
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private void LateUpdate()
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{
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// if (Player.Data.State == PlayerState.swiming)
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// {
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// float value = Mathf.Lerp(_Animator.GetFloat(Forward), Player.Data.Speed / 2.5f,
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// Time.deltaTime * 5f);
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// float value2 = Mathf.Lerp(_Animator.GetFloat(Turn), Player.Data.RotationSpeed, Time.deltaTime * 5f);
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// _Animator.SetFloat(Forward, Mathf.Clamp01(value));
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// _Animator.SetFloat(Turn, Mathf.Clamp(value2, -1f, 1f));
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// }
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// else
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{
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float value3 = Mathf.Lerp(_Animator.GetFloat(Forward), Player.Data.Speed / 5f,
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Time.deltaTime * 20f);
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float value4 = Mathf.Lerp(_Animator.GetFloat(Turn), Player.Data.RotationSpeed, Time.deltaTime * 15f);
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_Animator.SetFloat(Forward, Mathf.Clamp01(value3));
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_Animator.SetFloat(Turn, Mathf.Clamp(value4, -1f, 1f));
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}
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// var rod = Vector3.zero;
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// if (Player.Rod)
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// {
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// rod = Player.Rod.transform.position;
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// }
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_Animator.SetBool(OnGroundHash, _IsInVehicle || Player.Data.IsGrounded);
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var isHandRodLayerEnabled = _isRodLayerEnabled && !Player.Data.IsLureRod ? 1 : 0;
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float handRodLayerWeight = _Animator.GetLayerWeight(_Animator.GetLayerIndex(HandRodLayer));
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SetLayerWeight(HandRodLayer,
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Mathf.MoveTowards(handRodLayerWeight, isHandRodLayerEnabled, Time.deltaTime * 3f));
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var isLureRodLayerEnabled = _isRodLayerEnabled && Player.Data.IsLureRod ? 1 : 0;
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float lureRodLayerWeight = _Animator.GetLayerWeight(_Animator.GetLayerIndex(LureRodLayer));
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SetLayerWeight(LureRodLayer,
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Mathf.MoveTowards(lureRodLayerWeight, isLureRodLayerEnabled, Time.deltaTime * 3f));
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}
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#region 动画事件
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/// <summary>
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/// 抬杆到底动画事件
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/// </summary>
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public void OnRodPowerUp()
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{
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}
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/// <summary>
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/// 开始抛出动画事件
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/// </summary>
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public void OnRodThrowStart()
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{
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if (Player.Fsm.CurrentState is PlayerStateThrow playerStateThrow)
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{
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playerStateThrow.OnRodThrowStart();
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}
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}
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/// <summary>
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/// 抛竿结束动画事件
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/// </summary>
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public void OnRodThrownEnd()
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{
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if (Player.Fsm.CurrentState is PlayerStateThrow playerStateThrow)
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{
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playerStateThrow.OnRodThrownEnd();
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}
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}
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#endregion
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}
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} |