Files
Fishing2/Assets/Scripts/Fishing2~/Unit/Unity/CharacterAnimatorComponent.cs

113 lines
3.8 KiB
C#

using Fantasy.Entitas;
using Fantasy.Entitas.Interface;
using NBC;
using UnityEngine;
namespace NBF.Fishing2
{
public class CharacterAnimatorComponent : Entity
{
#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
public Animator Animator { get; private set; }
public MapUnit MapUnit;
private bool _isTorsoLayerEnabled;
#region System
public class CharacterAnimatorComponentDestroySystem : DestroySystem<CharacterAnimatorComponent>
{
protected override void Destroy(CharacterAnimatorComponent self)
{
}
}
public class CharacterAnimatorComponentAwakeSystem : AwakeSystem<CharacterAnimatorComponent>
{
protected override void Awake(CharacterAnimatorComponent self)
{
self.MapUnit = self.Parent as MapUnit;
var unitUnityComponent = self.Parent.GetComponent<UnitUnityComponent>();
self.Animator = unitUnityComponent.ModelAsset.Animator;
}
}
// public class CharacterAnimatorComponentUpdateSystem : UpdateSystem<CharacterAnimatorComponent>
// {
// protected override void Update(CharacterAnimatorComponent self)
// {
// // self.UpdateAnimator();
// }
// }
public class CharacterAnimatorComponentLateUpdateSystem : LateUpdateSystem<CharacterAnimatorComponent>
{
protected override void LateUpdate(CharacterAnimatorComponent self)
{
self.UpdateAnimator();
}
}
#endregion
private void UpdateAnimator()
{
Animator.SetBool(OnGround, MapUnit.IsGrounded);
float value3 = Mathf.Lerp(Animator.GetFloat(Forward), MapUnit.Speed / 5f, Time.deltaTime * 20f);
Animator.SetFloat(Forward, value3);
// 平滑处理
// float smoothedTurn = Mathf.SmoothDamp(Animator.GetFloat(Turn),
// MapUnit.RotationSpeed,
// ref turnSmoothVelocity,
// smoothingTime
// );
float smoothedTurn = Mathf.Lerp(Animator.GetFloat(Turn), MapUnit.RotationSpeed, Time.deltaTime * 10f);
Animator.SetFloat(Turn, smoothedTurn);
float layerWeight = Animator.GetLayerWeight(Animator.GetLayerIndex(Torso));
SetLayerWeight(Torso,
Mathf.MoveTowards(layerWeight, _isTorsoLayerEnabled ? 1f : 0f, Time.deltaTime * 3f));
}
public void SetLayerWeight(string layer, float weight)
{
Animator.SetLayerWeight(Animator.GetLayerIndex(layer), weight);
}
}
}