Files
Fishing2/Assets/Scripts/Fishing/Player/PlayerAnimator.cs
2026-01-02 00:23:48 +08:00

237 lines
8.8 KiB
C#

using System;
using KINEMATION.MagicBlend.Runtime;
using NBC;
using UnityEngine;
namespace NBF
{
public class PlayerAnimator : MonoBehaviour
{
public Animator _Animator;
public FPlayer Player { get; private set; }
private bool _isTorsoLayerEnabled;
private bool _isInit;
private PlayerIK _IK;
private MagicBlending _magicBlending;
private bool _IsInVehicle;
#region
public static readonly int IsSwiming = Animator.StringToHash("Swim");
public static readonly int ThrowFar = Animator.StringToHash("ThrowFar");
public static readonly int BoatDriving = Animator.StringToHash("BoatDriving");
public static readonly int BaitInWater = Animator.StringToHash("BaitInWater");
public static readonly int HeldRod = Animator.StringToHash("HeldRod");
public static readonly int RodArming = Animator.StringToHash("RodArming");
public static readonly int Forward = Animator.StringToHash("Forward");
public static readonly int Turn = Animator.StringToHash("Turn");
public static readonly int OnGround = Animator.StringToHash("OnGround");
public static readonly int RodRight = Animator.StringToHash("rod right");
public static readonly int RodForward = Animator.StringToHash("rod forward");
public static readonly int PreciseCast = Animator.StringToHash("Precise Cast");
public static readonly int PreciseIdle = Animator.StringToHash("Precise Idle");
public static readonly string Torso = "Torso";
#endregion
private void Awake()
{
Player = GetComponentInParent<FPlayer>();
_magicBlending = GetComponent<MagicBlending>();
_Animator = GetComponent<Animator>();
_Animator.keepAnimatorStateOnDisable = true;
_IK = GetComponent<PlayerIK>();
_isInit = true;
Player.OnFishingSetEquiped += OnFishingSetEquiped_OnRaised;
Player.OnFishingSetUnequip += OnFishingSetUnequip;
Player.Data.OnStateChange += PlayerFSMState_OnValueChanged;
}
private void OnDestroy()
{
Player.OnFishingSetEquiped -= OnFishingSetEquiped_OnRaised;
Player.OnFishingSetUnequip -= OnFishingSetUnequip;
Player.Data.OnStateChange += PlayerFSMState_OnValueChanged;
}
private void OnFishingSetUnequip()
{
_isTorsoLayerEnabled = false;
_IK.SetBipedLeftHandIK(enabled: false, null);
}
private void OnCastLure()
{
Player.Data.State = PlayerState.baitFlies;
// SFXGameManagement.PlaySound("Cast Fishing Rod", base.transform);
}
private void OnBailUnnarm()
{
// if (IsThrowButtonPressed.Value)
// {
// _Animator.SetBool(ThrowFar, value: true);
// Player.Data.State = PlayerState.casting;
// OnBailOpen?.Invoke();
// }
}
private void OnFishingSetEquiped_OnRaised(FHandItem item)
{
if (item is FRod rod)
{
_isTorsoLayerEnabled = true;
// var reel = Player.Rod.Reel;
// _IK.SetBipedLeftHandIK(enabled: false, reel.FingersIKAnchor);
}
else
{
}
}
private void PlayAnimation(string state, string layer)
{
_Animator.CrossFade(state, 0.3f, _Animator.GetLayerIndex(layer));
}
public void PlayPreciseCastAnimation()
{
_Animator.SetBool(PreciseIdle, value: false);
_Animator.SetTrigger(PreciseCast);
}
public void SetLayerWeight(string layer, float weight)
{
_Animator.SetLayerWeight(_Animator.GetLayerIndex(layer), weight);
}
private void PlayerFSMState_OnValueChanged(PlayerState state)
{
switch (Player.Data.PreviousState)
{
case PlayerState.vehicle:
_IsInVehicle = false;
_Animator.SetBool(BoatDriving, value: false);
break;
case PlayerState.swiming:
_Animator.SetBool(IsSwiming, value: false);
break;
case PlayerState.preciseCastIdle:
_Animator.SetBool(PreciseIdle, value: false);
break;
case PlayerState.prepare:
_Animator.SetBool(RodArming, value: false);
break;
case PlayerState.casting:
_Animator.SetBool(ThrowFar, value: false);
break;
case PlayerState.collectFish:
_magicBlending.BlendAsset.globalWeight = 0f;
break;
}
switch (state)
{
case PlayerState.idle:
case PlayerState.move:
_Animator.SetBool(BaitInWater, value: false);
_Animator.SetBool(HeldRod, value: false);
_Animator.SetBool(ThrowFar, value: false);
_Animator.SetBool(RodArming, value: false);
break;
case PlayerState.prepare:
_Animator.SetBool(RodArming, value: true);
_Animator.SetBool(HeldRod, value: true);
break;
case PlayerState.fishing:
_Animator.SetBool(HeldRod, value: true);
_Animator.SetBool(BaitInWater, value: true);
break;
case PlayerState.vehicle:
_Animator.SetBool(BaitInWater, value: false);
_Animator.SetBool(HeldRod, value: false);
_Animator.SetBool(ThrowFar, value: false);
_Animator.SetBool(RodArming, value: false);
_Animator.SetBool(BoatDriving, value: true);
_IK.SetBipedLeftHandIK(enabled: true);
_IsInVehicle = true;
break;
case PlayerState.vehicleFishing:
_Animator.SetBool(BaitInWater, value: false);
_Animator.SetBool(HeldRod, value: false);
_Animator.SetBool(ThrowFar, value: false);
_Animator.SetBool(RodArming, value: false);
_IsInVehicle = true;
break;
case PlayerState.swiming:
_Animator.SetBool(IsSwiming, value: true);
break;
case PlayerState.collectFish:
_Animator.SetBool(BaitInWater, value: false);
_IK.SetAimIK(enabled: false);
_magicBlending.BlendAsset.globalWeight = 1f;
break;
case PlayerState.preciseCastIdle:
_Animator.SetBool(PreciseIdle, value: true);
break;
case PlayerState.casting:
case PlayerState.baitFlies:
case PlayerState.fight:
case PlayerState.fishView:
case PlayerState.throwFish:
case PlayerState.flyModeDebug:
break;
}
}
private void LateUpdate()
{
if (Player.Data.State == PlayerState.swiming)
{
float value = Mathf.Lerp(_Animator.GetFloat(Forward), Player.Data.Speed / 2.5f,
Time.deltaTime * 5f);
float value2 = Mathf.Lerp(_Animator.GetFloat(Turn), Player.Data.RotationSpeed, Time.deltaTime * 5f);
_Animator.SetFloat(Forward, Mathf.Clamp01(value));
_Animator.SetFloat(Turn, Mathf.Clamp(value2, -1f, 1f));
}
else
{
float value3 = Mathf.Lerp(_Animator.GetFloat(Forward), Player.Data.Speed / 5f,
Time.deltaTime * 20f);
float value4 = Mathf.Lerp(_Animator.GetFloat(Turn), Player.Data.RotationSpeed, Time.deltaTime * 15f);
_Animator.SetFloat(Forward, Mathf.Clamp01(value3));
_Animator.SetFloat(Turn, Mathf.Clamp(value4, -1f, 1f));
}
var rod = Vector3.zero;
if (Player.Rod)
{
rod = Player.Rod.transform.position;
}
_Animator.SetBool(OnGround, _IsInVehicle || Player.Data.IsGrounded);
_Animator.SetFloat(RodRight, rod.x);
_Animator.SetFloat(RodForward, rod.y);
float layerWeight = _Animator.GetLayerWeight(_Animator.GetLayerIndex(Torso));
SetLayerWeight(Torso,
Mathf.MoveTowards(layerWeight, _isTorsoLayerEnabled ? 1f : 0f, Time.deltaTime * 3f));
}
}
}