Files
Ultimate-Fishing-Simulator-…/Assets/Scripts/Assembly-CSharp/PlayerAnimator.cs
2026-03-04 09:37:33 +08:00

246 lines
6.8 KiB
C#

using System;
using KINEMATION.MagicBlend.Runtime;
using Obvious.Soap;
using SoapCustomVariable;
using UnityEngine;
public class PlayerAnimator : MonoBehaviour
{
private static readonly int IsSwiming = Animator.StringToHash("Swim");
private static readonly int ThrowFar = Animator.StringToHash("ThrowFar");
private static readonly int BoatDriving = Animator.StringToHash("BoatDriving");
private static readonly int BaitInWater = Animator.StringToHash("BaitInWater");
private static readonly int HeldRod = Animator.StringToHash("HeldRod");
private static readonly int RodArming = Animator.StringToHash("RodArming");
private static readonly int Forward = Animator.StringToHash("Forward");
private static readonly int Turn = Animator.StringToHash("Turn");
private static readonly int OnGround = Animator.StringToHash("OnGround");
private static readonly int RodRight = Animator.StringToHash("rod right");
private static readonly int RodForward = Animator.StringToHash("rod forward");
private static readonly int PreciseCast = Animator.StringToHash("Precise Cast");
private static readonly int PreciseIdle = Animator.StringToHash("Precise Idle");
public FloatVariable RotationSpeed;
public BoolVariable IsThrowButtonPressed;
[SerializeField]
public Vector2Variable rodPosition;
[SerializeField]
public BoolVariable isGrounded;
[SerializeField]
public FloatVariable currentMoveSpeed;
[SerializeField]
public FSMVariable playerFSMState;
[SerializeField]
public ItemDataVariable currentRod;
[SerializeField]
public ScriptableEventItemData onGearUpdate;
[SerializeField]
public ScriptableEventFishData onFishCatched;
[SerializeField]
public ScriptableEventFishData onFishCollected;
[SerializeField]
public ScriptableEventFishData onFishRelease;
private Animator _Animator;
private PlayerIK _IK;
[SerializeField]
private PlayerFishingGearController _PlayerEquipment;
private MagicBlending _magicBlending;
private bool _IsInVehicle;
public Action OnBailOpen;
private bool _isTorsoLayerEnabled;
private void Awake()
{
_magicBlending = GetComponent<MagicBlending>();
_Animator = GetComponent<Animator>();
_Animator.keepAnimatorStateOnDisable = true;
_IK = GetComponent<PlayerIK>();
_PlayerEquipment.OnFishingSetEquiped += OnFishingSetEquiped_OnRaised;
_PlayerEquipment.OnFishingSetUnequip += OnFishingSetUnequip;
}
private void OnEnable()
{
playerFSMState.OnValueChanged += PlayerFSMState_OnValueChanged;
}
private void OnDisable()
{
playerFSMState.OnValueChanged -= PlayerFSMState_OnValueChanged;
}
private void OnFishingSetUnequip()
{
_isTorsoLayerEnabled = false;
_IK.SetBipedLeftHandIK(enabled: false, null);
}
private void OnCastLure()
{
playerFSMState.Value = State.baitFlies;
SFXGameManagement.PlaySound("Cast Fishing Rod", base.transform);
}
private void OnBailUnnarm()
{
if (IsThrowButtonPressed.Value)
{
_Animator.SetBool(ThrowFar, value: true);
playerFSMState.Value = State.casting;
OnBailOpen?.Invoke();
}
}
private void OnFishingSetEquiped_OnRaised(FishingSetController set)
{
_isTorsoLayerEnabled = true;
_IK.SetBipedLeftHandIK(enabled: false, set.AttachedReel.FingersIKAnchor);
}
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(State state)
{
switch (playerFSMState.PreviousValue)
{
case State.vehicle:
_IsInVehicle = false;
_Animator.SetBool(BoatDriving, value: false);
break;
case State.swiming:
_Animator.SetBool(IsSwiming, value: false);
break;
case State.preciseCastIdle:
_Animator.SetBool(PreciseIdle, value: false);
break;
case State.prepare:
_Animator.SetBool(RodArming, value: false);
break;
case State.casting:
_Animator.SetBool(ThrowFar, value: false);
break;
case State.collectFish:
_magicBlending.BlendAsset.globalWeight = 0f;
break;
}
switch (state)
{
case State.idle:
case State.move:
_Animator.SetBool(BaitInWater, value: false);
_Animator.SetBool(HeldRod, value: false);
_Animator.SetBool(ThrowFar, value: false);
_Animator.SetBool(RodArming, value: false);
break;
case State.prepare:
_Animator.SetBool(RodArming, value: true);
_Animator.SetBool(HeldRod, value: true);
break;
case State.fishing:
_Animator.SetBool(HeldRod, value: true);
_Animator.SetBool(BaitInWater, value: true);
break;
case State.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 State.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 State.swiming:
_Animator.SetBool(IsSwiming, value: true);
break;
case State.collectFish:
_Animator.SetBool(BaitInWater, value: false);
_IK.SetAimIK(enabled: false);
_magicBlending.BlendAsset.globalWeight = 1f;
break;
case State.preciseCastIdle:
_Animator.SetBool(PreciseIdle, value: true);
break;
case State.casting:
case State.baitFlies:
case State.fight:
case State.fishView:
case State.throwFish:
case State.flyModeDebug:
break;
}
}
private void LateUpdate()
{
if (playerFSMState.Value == State.swiming)
{
float value = Mathf.Lerp(_Animator.GetFloat(Forward), currentMoveSpeed.Value / 2.5f, Time.deltaTime * 5f);
float value2 = Mathf.Lerp(_Animator.GetFloat(Turn), RotationSpeed.Value, 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), currentMoveSpeed.Value / 5f, Time.deltaTime * 20f);
float value4 = Mathf.Lerp(_Animator.GetFloat(Turn), RotationSpeed.Value, Time.deltaTime * 15f);
_Animator.SetFloat(Forward, Mathf.Clamp01(value3));
_Animator.SetFloat(Turn, Mathf.Clamp(value4, -1f, 1f));
}
_Animator.SetBool(OnGround, _IsInVehicle || isGrounded.Value);
_Animator.SetFloat(RodRight, rodPosition.Value.x);
_Animator.SetFloat(RodForward, rodPosition.Value.y);
float layerWeight = _Animator.GetLayerWeight(_Animator.GetLayerIndex("Torso"));
SetLayerWeight("Torso", Mathf.MoveTowards(layerWeight, _isTorsoLayerEnabled ? 1f : 0f, Time.deltaTime * 3f));
}
}