2022-07-24 21:15:22 +08:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Sirenix.OdinInspector;
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/// <summary>
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/// 马类,用于接受来自玩家的指令、进行物理模拟
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/// </summary>
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public class Horse : MonoBehaviour
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{
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// _____ _ _ _
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// | __ \ | | | (_)
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// | |__) | _| |__ | |_ ___
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// | ___/ | | | '_ \| | |/ __|
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// | | | |_| | |_) | | | (__
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// |_| \__,_|_.__/|_|_|\___|
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/// <summary>
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/// 马的前腿根部
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/// </summary>
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[BoxGroup("必须绑定的物体")][Header("马的前腿根部")]
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public Transform frontLegRoot;
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/// <summary>
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/// 马的后腿根部
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/// </summary>
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[BoxGroup("必须绑定的物体")][Header("马的后腿根部")]
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public Transform backLegRoot;
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/// <summary>
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/// 马伸直腿后前脚底部
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/// </summary>
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[BoxGroup("必须绑定的物体")][Header("马前脚伸直后的最深位置")]
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public Transform frontFoot;
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/// <summary>
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/// 马伸直腿后后脚底部
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/// </summary>
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[BoxGroup("必须绑定的物体")][Header("马后脚伸直后的最深位置")]
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public Transform backFoot;
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/// <summary>
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/// 马脚Transform
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/// </summary>
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[BoxGroup("必须绑定的物体")][Header("马脚Transform,必须按照左前、右前、左后、右后的顺序绑定")]
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public Transform[] footsTransform;
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/// <summary>
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/// 腿做圆周运动的半径
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/// </summary>
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[BoxGroup("马的基本运动信息")][Header("马脚圆周运动半径")]
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public float footMoveRadius;
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/// <summary>
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/// 四条腿分别对输入偏差多少
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/// </summary>
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[ListDrawerSettings] [BoxGroup("马的基本运动信息")][Header("四条腿分别对输入偏差多少")]
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public Vector2[] footOffestOfInput;
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/// <summary>
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/// 马足力量
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/// </summary>
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[BoxGroup("马的基本运动信息")][Header("马足力量")]
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public float footForce;
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/// <summary>
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/// 马蹄推动马身的力度调整值
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/// </summary>
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[BoxGroup("马的基本运动信息")][Header("马前进的力度")]
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public float strength;
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/// <summary>
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/// 马蹄供力有效范围
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/// </summary>
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[BoxGroup("马的基本运动信息")][Header("马蹄供力有效范围")]
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public float effectiveDistance;
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2022-07-26 00:00:56 +08:00
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public enum FootType { Front, Back }
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/// <summary>
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/// 马状态,Stand代表无输入,Move为有输入着地行走,Jump为跳跃,当两对足均并拢时进入
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/// </summary>
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2022-07-28 15:58:55 +08:00
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public enum HorseState { Stand, Move, Jump, Dead}
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2022-07-26 00:00:56 +08:00
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/// <summary>
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/// 单次跳跃过程中的状态量,Ready表示还没开始累计最终力,Charge表示已经开始蓄力,jump表示已经触发跳跃
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/// </summary>
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public enum JumpState { Ready, Charging, Jump }
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/// <summary>
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/// 跳跃判定阈值,只有输入的变化大于该值才会触发跳跃的蓄力
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/// </summary>
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[BoxGroup("马的基本运动信息")][Header("马跳跃蓄力阈值")]
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public float jumpChargeThreshold;
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/// <summary>
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/// 马跳跃力度
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/// </summary>
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[BoxGroup("马的基本运动信息")][Header("马跳跃力度")]
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public float jumpForce;
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2022-07-28 15:58:55 +08:00
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[BoxGroup("马的其他信息")][Header("马被相机挤死后飞出有多大的力")]
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public float deadFlySpeed;
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2022-08-10 22:14:21 +08:00
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/// <summary>
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/// 要统计多长时间内的输入变化以供加速?】
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/// </summary>
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[BoxGroup("马的基本运动信息")][Header("要统计多长时间内的输入变化以供加速?")]
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public float accelerationTime;
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/// <summary>
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/// 加速倍率
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/// </summary>
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[BoxGroup("马的基本运动信息")][Header("加速倍率")]
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public float accelerationRate = 1f;
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2022-07-24 21:15:22 +08:00
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// _____ _ _
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// | __ \ (_) | |
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// | |__) | __ ___ ____ _| |_ ___
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// | ___/ '__| \ \ / / _` | __/ _ \
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// | | | | | |\ V / (_| | || __/
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// |_| |_| |_| \_/ \__,_|\__\___|
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struct foot
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{
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/// <summary>
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/// 腿对输入偏差多少
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/// </summary>
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public Vector2 footOffestOfInput;
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/// <summary>
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/// 马脚控制点,通过transform找到
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/// </summary>
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public Transform footControlPoint;
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/// <summary>
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/// 真实的马脚的Transform
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/// </summary>
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public Transform footRealTransform;
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/// <summary>
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/// 马脚此时目标位置,每帧计算
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/// </summary>
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public Vector3 footTargetPosition;
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/// <summary>
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/// 马蹄刚体组件
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/// </summary>
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public Rigidbody2D footRigidbody2D;
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/// <summary>
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/// 马蹄的碰撞体,但是不绑在马蹄上,而是为了物理计算绑在马身上
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/// </summary>
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public BoxCollider2D footBoxCollider2D;
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/// <summary>
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/// 马蹄前一帧的位置
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/// </summary>
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public Vector3 footPreviousPosition;
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}
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private foot[] foots;
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/// <summary>
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/// 马前腿长度
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/// </summary>
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private float frontLegLength;
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/// <summary>
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/// 马后腿长度
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/// </summary>
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private float backLegLength;
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/// <summary>
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/// 从前腿根骨骼到马脚运动圆心的距离,用来推算最终马脚位置
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/// </summary>
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private float frontRootDistanceToCenterOfCircle;
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/// <summary>
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/// 从后腿根骨骼到马脚运动圆心的距离,用来推算最终马脚位置
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/// </summary>
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private float backRootDistanceToCenterOfCircle;
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/// <summary>
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/// 输入的马前脚信息
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/// </summary>
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private Vector2 inputFrontVector;
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2022-08-10 22:14:21 +08:00
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/// <summary>
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/// 上一帧马前脚信息
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/// </summary>
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private Vector2 pInputFrontVector;
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2022-07-24 21:15:22 +08:00
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/// <summary>
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/// 输入的马后脚信息
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/// </summary>
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private Vector2 inputBackVector;
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2022-08-10 22:14:21 +08:00
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/// <summary>
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/// 上一帧马后脚信息
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/// </summary>
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private Vector2 pInputBackVector;
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2022-07-26 00:00:56 +08:00
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/// <summary>
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/// 前一帧的前马脚输入向量
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/// </summary>
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private Vector2 previousInputFrontVector;
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/// <summary>
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/// 前一帧的后马脚输入向量
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/// </summary>
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private Vector2 previousInputBackVector;
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2022-08-10 22:14:21 +08:00
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/// <summary>
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/// 一段时间内的变化总量
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/// </summary>
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private float chargeCount = 0;
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2022-07-24 21:15:22 +08:00
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/// <summary>
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/// 原重力尺度,在Start中通过随意一条腿的刚体获取
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/// </summary>
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private float oriGravityScale;
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/// <summary>
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/// 马蹄碰撞体数组
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/// </summary>
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private BoxCollider2D[] footBoxColliders;
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/// <summary>
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/// 马的刚体组件
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/// </summary>
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private Rigidbody2D horseRig;
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2022-07-26 00:00:56 +08:00
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/// <summary>
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/// 四条腿分别对输入偏差多少,但是是原始值,不会改变,用于还原并拢的脚
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/// </summary>
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private Vector2[] oriFootOffestOfInput;
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/// <summary>
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/// 马此时的状态
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/// </summary>
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private HorseState horseState;
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/// <summary>
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/// 此时前腿并拢着吗?
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/// </summary>
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private bool isFrontFootMerged = false;
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/// <summary>
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/// 此时后腿并拢着吗?
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/// </summary>
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private bool isBackFootMerged = false;
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/// <summary>
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/// 此时的跳跃状态
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/// </summary>
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private JumpState jumpState = JumpState.Ready;
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/// <summary>
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/// 跳跃蓄力的速度
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/// </summary>
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private Vector2 jumpChargeVelocity;
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2022-07-28 15:58:55 +08:00
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/// <summary>
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/// 死亡后的旋转中心
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/// </summary>
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private Transform rotateCenter;
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2022-08-10 22:14:21 +08:00
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/// <summary>
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/// 保存了最近若干秒内的输入充能
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/// </summary>
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private Queue <float> footInputChargeQueue;
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/// <summary>
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/// 应有的输入加速累计队列的长度
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/// </summary>
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private int footInputChargeQueueLength;
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/// <summary>
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/// 本帧中,累计的充能值
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/// </summary>
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private float footInputCharge = 0;
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2022-07-24 21:15:22 +08:00
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void Start()
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{
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//初始化
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Init();
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//找到必要的物体和组件
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FindSth();
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//计算必要的量
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CaculateSth();
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}
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void Update()
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{
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2022-07-26 00:00:56 +08:00
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//更新一些数据
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UpdateDataEarly();
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2022-07-28 15:58:55 +08:00
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if(horseState != HorseState.Dead)
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{
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//计算马脚目标位置
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CaculateTargetPosition();
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//让马脚朝着目标移动
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MoveFoot();
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//让马整体运动
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MoveHorse();
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//跳跃检测和物理实现
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if(horseState == HorseState.Jump) CheckJump();
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}
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2022-07-24 21:15:22 +08:00
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//更新一些数据
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2022-07-26 00:00:56 +08:00
|
|
|
|
UpdateDataLate();
|
|
|
|
|
}
|
2022-07-28 15:58:55 +08:00
|
|
|
|
|
2022-08-10 22:14:21 +08:00
|
|
|
|
void FixedUpdate() {
|
|
|
|
|
CaculateFootInputCharge();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CaculateFootInputCharge()
|
|
|
|
|
{
|
|
|
|
|
//计算上一帧和这一帧的输入的角度差
|
|
|
|
|
float angleDiff = Vector2.Angle(pInputFrontVector, inputFrontVector) +
|
|
|
|
|
Vector2.Angle(pInputBackVector, inputBackVector);
|
|
|
|
|
//把它存入队列
|
|
|
|
|
footInputChargeQueue.Enqueue(angleDiff);
|
|
|
|
|
//如果队列的长度超过了一定的数量,就把最前面的一个去掉
|
|
|
|
|
if(footInputChargeQueue.Count > footInputChargeQueueLength)
|
|
|
|
|
footInputChargeQueue.Dequeue();
|
|
|
|
|
|
|
|
|
|
//计算马脚的输入充能
|
|
|
|
|
footInputCharge = 0;
|
|
|
|
|
foreach(float angle in footInputChargeQueue)
|
|
|
|
|
footInputCharge += angle;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//估算了一下,充能最快大概是每秒3000.这里/3000 * 时间,即可得到一个大约0-1的值
|
|
|
|
|
footInputCharge /= (3000 * accelerationTime);
|
|
|
|
|
Debug.Log("footInputCharge: " + footInputCharge);
|
|
|
|
|
|
|
|
|
|
//更新上一帧信息
|
|
|
|
|
pInputFrontVector = inputFrontVector;
|
|
|
|
|
pInputBackVector = inputBackVector;
|
|
|
|
|
}
|
|
|
|
|
|
2022-07-28 15:58:55 +08:00
|
|
|
|
public void Death(GameController.Death deathInfo)
|
|
|
|
|
{
|
|
|
|
|
//修改状态至死亡
|
|
|
|
|
horseState = HorseState.Dead;
|
|
|
|
|
//关闭马蹄的碰撞体,并给一个右上角的速度和旋转,让马的模型掉出地图
|
|
|
|
|
foreach(foot foot in foots){
|
|
|
|
|
//foot.footBoxCollider2D.enabled = false;
|
|
|
|
|
//马蹄刚体也需要给速度,否则会黏在地上飞不起来
|
|
|
|
|
foot.footRigidbody2D.velocity = Vector2.one * deadFlySpeed * 1.5f;
|
|
|
|
|
}
|
|
|
|
|
//马身体的碰撞体也要关
|
2022-07-30 20:02:28 +08:00
|
|
|
|
List<Collider2D> temp = new List<Collider2D>();
|
|
|
|
|
GetComponentsInChildren<Collider2D>(temp);
|
|
|
|
|
foreach(Collider2D box in temp)
|
2022-07-28 15:58:55 +08:00
|
|
|
|
box.enabled = false;
|
|
|
|
|
|
|
|
|
|
horseRig.velocity = Vector2.one * deadFlySpeed;
|
2022-07-30 00:47:44 +08:00
|
|
|
|
horseRig.AddTorque(deadFlySpeed * 5f);
|
2022-07-28 15:58:55 +08:00
|
|
|
|
}
|
2022-07-26 00:00:56 +08:00
|
|
|
|
|
2022-07-30 20:02:28 +08:00
|
|
|
|
/// <summary>
|
|
|
|
|
/// 一次跳跃的最终触发函数
|
|
|
|
|
/// </summary>
|
2022-07-26 00:00:56 +08:00
|
|
|
|
private void Jump()
|
|
|
|
|
{
|
2022-07-30 20:02:28 +08:00
|
|
|
|
if(horseRig.velocity.y > 3f)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
//horseRig.velocity = Vector2.zero;
|
|
|
|
|
//修改状态至跳跃
|
2022-07-26 00:00:56 +08:00
|
|
|
|
jumpState = JumpState.Jump;
|
2022-07-30 20:02:28 +08:00
|
|
|
|
|
2022-07-26 00:00:56 +08:00
|
|
|
|
Vector2 jumpVelocity = jumpChargeVelocity * jumpForce * -1 * new Vector2(1.5f,1.5f);
|
2022-07-30 20:02:28 +08:00
|
|
|
|
Vector2 fix = new Vector2( (jumpChargeVelocity.x > 0 ? -1 : 1) *13f, 28f);
|
|
|
|
|
jumpVelocity = 0.2f * jumpVelocity + 0.8f * fix;
|
|
|
|
|
|
|
|
|
|
//屏蔽出了问题的极大值
|
2022-07-26 00:00:56 +08:00
|
|
|
|
if(jumpVelocity.magnitude > 30f) jumpVelocity *= 0.1f;
|
|
|
|
|
|
|
|
|
|
Debug.Log("Jump Velocity: " + jumpVelocity);
|
2022-07-30 20:02:28 +08:00
|
|
|
|
horseRig.velocity = jumpVelocity;
|
2022-07-26 00:00:56 +08:00
|
|
|
|
jumpChargeVelocity = Vector2.zero;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 在跳跃状态时每帧执行,用于检测跳跃和实现跳跃的物理
|
|
|
|
|
/// </summary>
|
|
|
|
|
private void CheckJump()
|
|
|
|
|
{
|
|
|
|
|
//通过本帧输入向量减上一帧输入向量得到一个瞬时速度
|
|
|
|
|
Vector2 frontInstantaneousSpeed = inputFrontVector - previousInputFrontVector;
|
|
|
|
|
Vector2 backInstantaneousSpeed = inputBackVector - previousInputBackVector;
|
|
|
|
|
//如果任意一组的y大于0,说明在上升,不考虑它的跳跃
|
|
|
|
|
if(frontInstantaneousSpeed.y > 0 || backInstantaneousSpeed.y > 0) return;
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
//此时双腿在下降,开始检测跳跃蓄力
|
|
|
|
|
//首先看前后腿输入变化的瞬时速度的模长和是否大于蓄力标准
|
|
|
|
|
if(frontInstantaneousSpeed.magnitude + backInstantaneousSpeed.magnitude > jumpChargeThreshold)
|
|
|
|
|
{
|
|
|
|
|
//若输入的瞬时速度大于蓄力标准时,看马的跳跃状态,若处于准备态,则转移至蓄力态
|
|
|
|
|
if(jumpState == JumpState.Ready) jumpState = JumpState.Charging;
|
|
|
|
|
//若已处于蓄力态,累计力大小
|
|
|
|
|
if(jumpState == JumpState.Charging)
|
|
|
|
|
{
|
|
|
|
|
jumpChargeVelocity += (frontInstantaneousSpeed + backInstantaneousSpeed);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
//若输入的瞬时速度小于蓄力标准时,看马的跳跃状态,若处于蓄力态,则触发跳跃
|
|
|
|
|
if(jumpState == JumpState.Charging) Jump();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 在Update之前更新一些数据
|
|
|
|
|
/// </summary>
|
|
|
|
|
private void UpdateDataEarly()
|
|
|
|
|
{
|
|
|
|
|
//判断是否两腿均并拢,若是,进入跳跃状态,否则设置为Stand状态
|
2022-07-28 15:58:55 +08:00
|
|
|
|
if(horseState != HorseState.Dead)
|
|
|
|
|
{
|
|
|
|
|
if (isFrontFootMerged && isBackFootMerged) horseState = HorseState.Jump;
|
|
|
|
|
else horseState = HorseState.Stand;
|
|
|
|
|
}
|
2022-07-26 00:00:56 +08:00
|
|
|
|
|
2022-07-28 15:58:55 +08:00
|
|
|
|
//Debug.Log("jumpState = " + jumpState);
|
2022-07-26 00:00:56 +08:00
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 使马并拢输入的双腿,
|
|
|
|
|
/// </summary>
|
|
|
|
|
public void MergeFoot(FootType type)
|
|
|
|
|
{
|
|
|
|
|
//根据输入的组类型,判断需要更改偏移值的是那一个索引下的脚
|
|
|
|
|
int index = type == FootType.Front ? 1 : 3;
|
|
|
|
|
footOffestOfInput[index] = Vector2.zero;
|
|
|
|
|
if(type == FootType.Front) isFrontFootMerged = true;
|
|
|
|
|
else isBackFootMerged = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 恢复输入的并拢的双腿至有偏移状态
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="type">需要恢复的是哪一组腿</param>
|
|
|
|
|
public void RecoverFoot(FootType type)
|
|
|
|
|
{
|
|
|
|
|
//根据输入的组类型,判断需要更改偏移值的是那一个索引下的脚
|
|
|
|
|
int index = type == FootType.Front ? 1 : 3;
|
|
|
|
|
footOffestOfInput[index] = oriFootOffestOfInput[index];
|
|
|
|
|
if(type == FootType.Front) isFrontFootMerged = false;
|
|
|
|
|
else isBackFootMerged = false;
|
2022-07-24 21:15:22 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// 移动马身体
|
|
|
|
|
/// </summary>
|
|
|
|
|
private void MoveHorse()
|
|
|
|
|
{
|
|
|
|
|
Vector2 v = new Vector2();
|
|
|
|
|
|
|
|
|
|
for(int i = 0; i < 4; i++)
|
|
|
|
|
{
|
|
|
|
|
//仅在有输入的情况下,会考虑给速度
|
|
|
|
|
//看此时该脚是否有输入
|
|
|
|
|
bool hasInput = i < 2 ? inputFrontVector.magnitude > 0.1f : inputBackVector.magnitude > 0.1f;
|
|
|
|
|
if(!hasInput) continue;
|
|
|
|
|
//从足底向正下方发射射线,获取碰撞到的物体
|
|
|
|
|
RaycastHit2D hit = Physics2D.Raycast(
|
|
|
|
|
foots[i].footRealTransform.position,
|
|
|
|
|
Vector2.down,
|
|
|
|
|
1000f,
|
|
|
|
|
LayerMask.NameToLayer("foot")
|
|
|
|
|
);
|
|
|
|
|
//如果击中物体的距离已经超过了有效范围,则不贡献速度
|
|
|
|
|
if(hit.distance > effectiveDistance) continue;
|
|
|
|
|
//判断本帧中,马足位置是否低于圆心+调整值,仅低于时,需要计算影响
|
|
|
|
|
//根位置
|
|
|
|
|
Vector3 rootPosition = i < 2 ? frontLegRoot.position : backLegRoot.position;
|
|
|
|
|
//L
|
|
|
|
|
float L = i < 2 ? frontLegLength : backLegLength;
|
|
|
|
|
//圆心y坐标
|
|
|
|
|
float centerY = L - footMoveRadius;
|
|
|
|
|
centerY += effectiveDistance;
|
|
|
|
|
//仅低于时,需要计算影响
|
|
|
|
|
if(foots[i].footRealTransform.position.y >= centerY) continue;
|
|
|
|
|
//本帧位置减上帧位置
|
|
|
|
|
Vector3 trans = foots[i].footRealTransform.position - foots[i].footPreviousPosition;
|
|
|
|
|
Vector2 v_ = trans;
|
|
|
|
|
//把本足的影响加到速度中
|
|
|
|
|
v += v_;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//给速度乘以力量,得到最终理论速度
|
2022-08-10 22:14:21 +08:00
|
|
|
|
v *= strength * (1 + footInputCharge * accelerationRate);
|
2022-07-24 21:15:22 +08:00
|
|
|
|
//取反,因为是模拟反作用力
|
|
|
|
|
v*=-1;
|
|
|
|
|
//减弱y轴的影响,不要让马在平地上起飞
|
|
|
|
|
v *= new Vector2(1,0.2f);
|
|
|
|
|
|
|
|
|
|
//如果模长超过5,那必是触发了什么逆天Bug,会导致马起飞,需要避免这些错误
|
2022-08-10 22:14:21 +08:00
|
|
|
|
if(v.magnitude > 20f){
|
|
|
|
|
v = Vector2.zero;
|
2022-07-30 20:02:28 +08:00
|
|
|
|
Debug.Log("莫动");
|
|
|
|
|
}
|
|
|
|
|
|
2022-08-10 22:14:21 +08:00
|
|
|
|
//如果马处于跳跃状态,则不让马蹄提供速度
|
2022-07-30 20:02:28 +08:00
|
|
|
|
if(horseState == HorseState.Jump)
|
|
|
|
|
v = Vector2.zero;
|
2022-08-10 22:14:21 +08:00
|
|
|
|
|
2022-07-24 21:15:22 +08:00
|
|
|
|
//把速度加给马的刚体
|
|
|
|
|
horseRig.velocity += v;
|
|
|
|
|
}
|
|
|
|
|
|
2022-07-26 00:00:56 +08:00
|
|
|
|
private void UpdateDataLate()
|
2022-07-24 21:15:22 +08:00
|
|
|
|
{
|
|
|
|
|
//更新四足的上帧位置
|
|
|
|
|
for(int i = 0; i < 4; i++)
|
|
|
|
|
foots[i].footPreviousPosition = foots[i].footRealTransform.position;
|
2022-07-26 00:00:56 +08:00
|
|
|
|
|
|
|
|
|
//更新上帧输入
|
|
|
|
|
previousInputFrontVector = inputFrontVector;
|
|
|
|
|
previousInputBackVector = inputBackVector;
|
2022-07-24 21:15:22 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Init()
|
|
|
|
|
{
|
|
|
|
|
foots = new foot[4];
|
2022-07-26 00:00:56 +08:00
|
|
|
|
oriFootOffestOfInput = new Vector2[4];
|
2022-07-24 21:15:22 +08:00
|
|
|
|
footBoxColliders = new BoxCollider2D[4];
|
|
|
|
|
for(int i = 0; i < 4; i++) foots[i].footPreviousPosition = transform.position;
|
2022-07-26 00:00:56 +08:00
|
|
|
|
for(int i = 0; i < 4; i++) oriFootOffestOfInput[i] = footOffestOfInput[i];
|
|
|
|
|
horseState = HorseState.Stand;
|
2022-08-10 22:14:21 +08:00
|
|
|
|
footInputChargeQueue = new Queue<float>();
|
2022-07-24 21:15:22 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void FindSth()
|
|
|
|
|
{
|
|
|
|
|
//把四只脚的目标点找到,0:左前 1:右前 2:左后 3:右后
|
|
|
|
|
foots[0].footControlPoint = transform.Find("左前脚").GetChild(0);
|
|
|
|
|
foots[1].footControlPoint = transform.Find("右前脚").GetChild(0);
|
|
|
|
|
foots[2].footControlPoint = transform.Find("左后脚").GetChild(0);
|
|
|
|
|
foots[3].footControlPoint = transform.Find("右后脚").GetChild(0);
|
|
|
|
|
|
|
|
|
|
//同步四只脚的输入偏差
|
|
|
|
|
for (int i = 0; i < 4; i++) foots[i].footOffestOfInput = footOffestOfInput[i];
|
|
|
|
|
|
|
|
|
|
//找到马蹄刚体组件
|
|
|
|
|
for(int i = 0; i < 4; i++) foots[i].footRigidbody2D = foots[i].footControlPoint.GetComponent<Rigidbody2D>();
|
|
|
|
|
|
|
|
|
|
//找到马蹄的真实Transform
|
|
|
|
|
for(int i = 0; i < 4; i++) foots[i].footRealTransform = footsTransform[i];
|
|
|
|
|
|
|
|
|
|
//找到马蹄的碰撞体
|
|
|
|
|
footBoxColliders = GetComponents<BoxCollider2D>();
|
|
|
|
|
|
|
|
|
|
//给foots的碰撞体赋值
|
|
|
|
|
for (int i = 0; i < 4; i++)
|
|
|
|
|
{
|
|
|
|
|
foots[i].footBoxCollider2D = footBoxColliders[i];
|
|
|
|
|
footBoxColliders[i].offset = foots[i].footControlPoint.localPosition ;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//找到马的刚体
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horseRig = GetComponent<Rigidbody2D>();
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2022-07-28 15:58:55 +08:00
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//
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rotateCenter = transform.Find("马死后的旋转中心");
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2022-07-24 21:15:22 +08:00
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}
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/// <summary>
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/// 计算一些不会变的必要的量
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/// </summary>
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void CaculateSth()
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{
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//计算前后腿马腿长度
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frontLegLength = Vector3.Distance(frontLegRoot.position, frontFoot.position);
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backLegLength = Vector3.Distance(backLegRoot.position, backFoot.position);
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//计算从腿根骨骼到马脚运动圆心的距离
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frontRootDistanceToCenterOfCircle = frontLegLength - footMoveRadius;
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backRootDistanceToCenterOfCircle = backLegLength - footMoveRadius;
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//取得原始重力尺度
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oriGravityScale = foots[0].footRigidbody2D.gravityScale;
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2022-08-10 22:14:21 +08:00
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//计算要记录多少帧的输入,用秒计算,每秒60次FixedUpdate
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footInputChargeQueueLength = (int)accelerationTime * 60;
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2022-07-24 21:15:22 +08:00
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}
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/// <summary>
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/// 根据记录的输入向量计算马脚本帧的目标位置,保存到footTargetPoints数组中
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/// </summary>
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private void CaculateTargetPosition()
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{
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//循环4次
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for(int i = 0; i < 4; i++)
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{
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//整体公式为:Target = 根位置 - V(0,L - r) + inputdir * offest * r
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//根位置
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Vector3 rootPosition = i < 2 ? frontLegRoot.position : backLegRoot.position;
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//L
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float L = i < 2 ? frontLegLength : backLegLength;
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//中间向量
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Vector3 middleVector = new Vector3(0,L - footMoveRadius,0);
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//inputdir
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Vector2 inputVector = i < 2 ? inputFrontVector : inputBackVector;
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//inputTrans
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Vector3 inputTrans = new Vector3
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(
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inputVector.x * ( footOffestOfInput[i].x + 1),
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inputVector.y * ( footOffestOfInput[i].y + 1),
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0
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)
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* footMoveRadius;
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//最终计算
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//footTargetPoints[i] = rootPosition - middleVector + inputTrans;
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foots[i].footTargetPosition = rootPosition - middleVector + inputTrans;
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}
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}
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/// <summary>
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/// 把马脚朝着算好的目标点移动
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/// </summary>
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private void MoveFoot()
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{
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//循环4次
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for(int i = 0; i < 4; i++)
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{
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//看此时该脚是否有输入
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bool hasInput = i < 2 ? inputFrontVector.magnitude > 0.1f : inputBackVector.magnitude > 0.1f;
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//如果有输入,则把马脚朝着目标移动
|
2022-07-30 20:02:28 +08:00
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Vector3 targetPosition = hasInput ?
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foots[i].footTargetPosition :
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foots[i].footTargetPosition - new Vector3(0,footMoveRadius + 0.5f,0);
|
2022-07-24 21:15:22 +08:00
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// if(hasInput)
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|
if(true)
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|
{
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|
//若无输入,则把目标定在可以使马腿伸直的地方
|
2022-07-30 20:02:28 +08:00
|
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|
// Vector3 targetPosition = hasInput ?
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|
|
// foots[i].footTargetPosition :
|
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|
// foots[i].footTargetPosition - new Vector3(0,footMoveRadius + 0.5f,0);
|
2022-07-24 21:15:22 +08:00
|
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|
//给刚体以target位置-自身位置作为力的方向
|
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|
|
Vector2 Dir = targetPosition - foots[i].footControlPoint.position;
|
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|
|
|
//如果已经很接近目标点了,则不再给速度,同时解除重力,防止出现抖动问题
|
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|
|
if(Dir.magnitude < 0.1f)
|
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|
|
|
{
|
|
|
|
|
foots[i].footRigidbody2D.gravityScale = 0;
|
|
|
|
|
foots[i].footRigidbody2D.velocity = Vector2.zero;
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
//标准化马脚移动方向
|
|
|
|
|
Dir.Normalize();
|
|
|
|
|
//最终计算应有的速度
|
2022-08-10 22:14:21 +08:00
|
|
|
|
Vector2 force = Dir * footForce * (horseRig.velocity.magnitude * 0.1f + 1);
|
2022-07-24 21:15:22 +08:00
|
|
|
|
//赋予脚的刚体以速度
|
|
|
|
|
foots[i].footRigidbody2D.velocity = foots[i].footRigidbody2D.velocity * 0.8f + force * 0.2f;
|
|
|
|
|
//foots[i].footRigidbody2D.velocity = force;
|
2022-07-30 20:02:28 +08:00
|
|
|
|
//foots[i].footRigidbody2D.AddForce(force);
|
2022-07-24 21:15:22 +08:00
|
|
|
|
}
|
|
|
|
|
// // 强制把马脚移到目标点
|
|
|
|
|
//foots[i].footControlPoint.position = foots[i].footTargetPosition;
|
2022-08-10 22:14:21 +08:00
|
|
|
|
//foots[i].footControlPoint.position = targetPosition;
|
2022-07-24 21:15:22 +08:00
|
|
|
|
// 恢复重力
|
|
|
|
|
foots[i].footRigidbody2D.gravityScale = oriGravityScale;
|
|
|
|
|
// 刷新碰撞体位置
|
|
|
|
|
footBoxColliders[i].offset = foots[i].footRealTransform.position - transform.position;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void SetInputFrontVector(Vector2 input) => inputFrontVector = input;
|
|
|
|
|
|
|
|
|
|
public void SetInputBackVector(Vector2 input) => inputBackVector = input;
|
|
|
|
|
|
2022-07-30 00:47:44 +08:00
|
|
|
|
public bool IsHorseStillAlive() => horseState != HorseState.Dead;
|
|
|
|
|
|
2022-07-26 00:00:56 +08:00
|
|
|
|
|
|
|
|
|
//撞击地面后,修改跳跃状态
|
|
|
|
|
void OnCollisionEnter2D(Collision2D collision)
|
|
|
|
|
{
|
|
|
|
|
if(collision.gameObject.tag == "Ground")
|
|
|
|
|
{
|
|
|
|
|
jumpState = JumpState.Ready;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-07-24 21:15:22 +08:00
|
|
|
|
|
|
|
|
|
}
|