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b/Assets/勍/脚本/DebugHelper.cs.meta new file mode 100644 index 0000000..5c6420f --- /dev/null +++ b/Assets/勍/脚本/DebugHelper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8122d337274998444bf030d3989f9b9b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/勍/脚本/Horse.cs b/Assets/勍/脚本/Horse.cs index cd94533..5f4d391 100644 --- a/Assets/勍/脚本/Horse.cs +++ b/Assets/勍/脚本/Horse.cs @@ -75,6 +75,30 @@ public class Horse : MonoBehaviour [BoxGroup("马的基本运动信息")][Header("马蹄供力有效范围")] public float effectiveDistance; + public enum FootType { Front, Back } + + /// + /// 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 + /// + public enum HorseState { Stand, Move, Jump} + + /// + /// 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 + /// + public enum JumpState { Ready, Charging, Jump } + + /// + /// 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 + /// + [BoxGroup("马的基本运动信息")][Header("马跳跃蓄力阈值")] + public float jumpChargeThreshold; + + /// + /// 马跳跃力度 + /// + [BoxGroup("马的基本运动信息")][Header("马跳跃力度")] + public float jumpForce; + @@ -156,6 +180,16 @@ public class Horse : MonoBehaviour /// private Vector2 inputBackVector; + /// + /// 前一帧的前马脚输入向量 + /// + private Vector2 previousInputFrontVector; + + /// + /// 前一帧的后马脚输入向量 + /// + private Vector2 previousInputBackVector; + /// /// 原重力尺度,在Start中通过随意一条腿的刚体获取 @@ -172,6 +206,36 @@ public class Horse : MonoBehaviour /// private Rigidbody2D horseRig; + /// + /// 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 + /// + private Vector2[] oriFootOffestOfInput; + + /// + /// 马此时的状态 + /// + private HorseState horseState; + + /// + /// 此时前腿并拢着吗? + /// + private bool isFrontFootMerged = false; + + /// + /// 此时后腿并拢着吗? + /// + private bool isBackFootMerged = false; + + /// + /// 此时的跳跃状态 + /// + private JumpState jumpState = JumpState.Ready; + + /// + /// 跳跃蓄力的速度 + /// + private Vector2 jumpChargeVelocity; + void Start() { @@ -185,14 +249,106 @@ public class Horse : MonoBehaviour void Update() { + //更新一些数据 + UpdateDataEarly(); //计算马脚目标位置 CaculateTargetPosition(); //让马脚朝着目标移动 MoveFoot(); //让马整体运动 MoveHorse(); + //跳跃检测和物理实现 + if(horseState == HorseState.Jump) CheckJump(); //更新一些数据 - UpdateData(); + UpdateDataLate(); + } + + private void Jump() + { + jumpState = JumpState.Jump; + Vector2 jumpVelocity = jumpChargeVelocity * jumpForce * -1 * new Vector2(1.5f,1.5f); + if(jumpVelocity.magnitude > 30f) jumpVelocity *= 0.1f; + + Debug.Log("Jump Velocity: " + jumpVelocity); + horseRig.velocity += jumpVelocity; + jumpChargeVelocity = Vector2.zero; + } + + + /// + /// 在跳跃状态时每帧执行,用于检测跳跃和实现跳跃的物理 + /// + 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(); + } + } + + } + + + + + /// + /// 在Update之前更新一些数据 + /// + 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 + if (isFrontFootMerged && isBackFootMerged) horseState = HorseState.Jump; + else horseState = HorseState.Stand; + + Debug.Log("jumpState = " + jumpState); + + } + + + + /// + /// 使马并拢输入的双腿, + /// + 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; + } + + /// + /// 恢复输入的并拢的双腿至有偏移状态 + /// + /// 需要恢复的是哪一组腿 + 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; } /// @@ -241,7 +397,7 @@ public class Horse : MonoBehaviour //减弱y轴的影响,不要让马在平地上起飞 v *= new Vector2(1,0.2f); - Debug.Log(v); + // Debug.Log(v); //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 if(v.magnitude > 10f) v = Vector2.zero; @@ -250,18 +406,25 @@ public class Horse : MonoBehaviour horseRig.velocity += v; } - private void UpdateData() + private void UpdateDataLate() { //更新四足的上帧位置 for(int i = 0; i < 4; i++) foots[i].footPreviousPosition = foots[i].footRealTransform.position; + + //更新上帧输入 + previousInputFrontVector = inputFrontVector; + previousInputBackVector = inputBackVector; } void Init() { foots = new foot[4]; + oriFootOffestOfInput = new Vector2[4]; footBoxColliders = new BoxCollider2D[4]; for(int i = 0; i < 4; i++) foots[i].footPreviousPosition = transform.position; + for(int i = 0; i < 4; i++) oriFootOffestOfInput[i] = footOffestOfInput[i]; + horseState = HorseState.Stand; } @@ -392,5 +555,15 @@ public class Horse : MonoBehaviour public void SetInputBackVector(Vector2 input) => inputBackVector = input; + + //撞击地面后,修改跳跃状态 + void OnCollisionEnter2D(Collision2D collision) + { + if(collision.gameObject.tag == "Ground") + { + jumpState = JumpState.Ready; + } + } + } diff --git a/Assets/勍/脚本/Player.cs b/Assets/勍/脚本/Player.cs index d953b63..4ec8b49 100644 --- a/Assets/勍/脚本/Player.cs +++ b/Assets/勍/脚本/Player.cs @@ -29,11 +29,19 @@ public class Player : MonoBehaviour private void InputBinding() { + //新建了一个操控类的实例,小心多个操控类实例的坑!这个东西不会自动销毁 playerC = new PlayerC(); + //绑定基本移动相关的事件 playerC.GamePlay.MoveFrontFoot.performed += ctx => horse.SetInputFrontVector(ctx.ReadValue()); playerC.GamePlay.MoveBackFoot.performed += ctx => horse.SetInputBackVector(ctx.ReadValue()); playerC.GamePlay.MoveFrontFoot.canceled += ctx => horse.SetInputFrontVector(Vector2.zero); playerC.GamePlay.MoveBackFoot.canceled += ctx => horse.SetInputBackVector(Vector2.zero); + //绑定并拢腿的相关事件 + playerC.GamePlay.MergeBackFoot.started += ctx => horse.MergeFoot(Horse.FootType.Back); + playerC.GamePlay.MergeBackFoot.canceled += ctx => horse.RecoverFoot(Horse.FootType.Back); + playerC.GamePlay.MergeFrontFoot.started += ctx => horse.MergeFoot(Horse.FootType.Front); + playerC.GamePlay.MergeFrontFoot.canceled += ctx => horse.RecoverFoot(Horse.FootType.Front); + playerC.GamePlay.Enable(); } diff --git a/Assets/勍/输入映射/PlayerC.cs b/Assets/勍/输入映射/PlayerC.cs index 6439837..19341f6 100644 --- a/Assets/勍/输入映射/PlayerC.cs +++ b/Assets/勍/输入映射/PlayerC.cs @@ -44,6 +44,24 @@ public partial class @PlayerC : IInputActionCollection2, IDisposable ""processors"": """", ""interactions"": """", ""initialStateCheck"": true + }, + { + ""name"": ""MergeBackFoot"", + ""type"": ""Button"", + ""id"": ""8288e092-59fe-4ec2-8cf0-6405751e4d50"", + ""expectedControlType"": ""Button"", + ""processors"": """", + ""interactions"": """", + ""initialStateCheck"": false + }, + { + ""name"": ""MergeFrontFoot"", + ""type"": ""Button"", + ""id"": ""dff57601-4077-445d-880b-15d1f6794338"", + ""expectedControlType"": ""Button"", + ""processors"": """", + ""interactions"": """", + ""initialStateCheck"": false } ], ""bindings"": [ @@ -266,6 +284,50 @@ public partial class @PlayerC : IInputActionCollection2, IDisposable ""action"": ""MoveFrontFoot"", ""isComposite"": false, ""isPartOfComposite"": true + }, + { + ""name"": """", + ""id"": ""6473b7f1-d103-4c52-83b5-111733afdc6d"", + ""path"": ""/leftShoulder"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""MergeBackFoot"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""98454c00-038e-4008-91b0-21098bc7423c"", + ""path"": ""/shift"", + ""interactions"": """", + ""processors"": """", + ""groups"": """", + ""action"": ""MergeBackFoot"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""ec93b4c2-ff5d-4c0f-bcf7-ea1788cabb6f"", + ""path"": ""/rightShoulder"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""GamePlay"", + ""action"": ""MergeFrontFoot"", + ""isComposite"": false, + ""isPartOfComposite"": false + }, + { + ""name"": """", + ""id"": ""615c7cea-f9d0-458c-a7e1-04a9ee39a068"", + ""path"": ""/space"", + ""interactions"": """", + ""processors"": """", + ""groups"": ""GamePlay"", + ""action"": ""MergeFrontFoot"", + ""isComposite"": false, + ""isPartOfComposite"": false } ] } @@ -293,6 +355,8 @@ public partial class @PlayerC : IInputActionCollection2, IDisposable m_GamePlay = asset.FindActionMap("GamePlay", throwIfNotFound: true); m_GamePlay_MoveBackFoot = m_GamePlay.FindAction("MoveBackFoot", throwIfNotFound: true); m_GamePlay_MoveFrontFoot = m_GamePlay.FindAction("MoveFrontFoot", throwIfNotFound: true); + m_GamePlay_MergeBackFoot = m_GamePlay.FindAction("MergeBackFoot", throwIfNotFound: true); + m_GamePlay_MergeFrontFoot = m_GamePlay.FindAction("MergeFrontFoot", throwIfNotFound: true); } public void Dispose() @@ -354,12 +418,16 @@ public partial class @PlayerC : IInputActionCollection2, IDisposable private IGamePlayActions m_GamePlayActionsCallbackInterface; private readonly InputAction m_GamePlay_MoveBackFoot; private readonly InputAction m_GamePlay_MoveFrontFoot; + private readonly InputAction m_GamePlay_MergeBackFoot; + private readonly InputAction m_GamePlay_MergeFrontFoot; public struct GamePlayActions { private @PlayerC m_Wrapper; public GamePlayActions(@PlayerC wrapper) { m_Wrapper = wrapper; } public InputAction @MoveBackFoot => m_Wrapper.m_GamePlay_MoveBackFoot; public InputAction @MoveFrontFoot => m_Wrapper.m_GamePlay_MoveFrontFoot; + public InputAction @MergeBackFoot => m_Wrapper.m_GamePlay_MergeBackFoot; + public InputAction @MergeFrontFoot => m_Wrapper.m_GamePlay_MergeFrontFoot; public InputActionMap Get() { return m_Wrapper.m_GamePlay; } public void Enable() { Get().Enable(); } public void Disable() { Get().Disable(); } @@ -375,6 +443,12 @@ public partial class @PlayerC : IInputActionCollection2, IDisposable @MoveFrontFoot.started -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMoveFrontFoot; @MoveFrontFoot.performed -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMoveFrontFoot; @MoveFrontFoot.canceled -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMoveFrontFoot; + @MergeBackFoot.started -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMergeBackFoot; + @MergeBackFoot.performed -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMergeBackFoot; + @MergeBackFoot.canceled -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMergeBackFoot; + @MergeFrontFoot.started -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMergeFrontFoot; + @MergeFrontFoot.performed -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMergeFrontFoot; + @MergeFrontFoot.canceled -= m_Wrapper.m_GamePlayActionsCallbackInterface.OnMergeFrontFoot; } m_Wrapper.m_GamePlayActionsCallbackInterface = instance; if (instance != null) @@ -385,6 +459,12 @@ public partial class @PlayerC : IInputActionCollection2, IDisposable @MoveFrontFoot.started += instance.OnMoveFrontFoot; @MoveFrontFoot.performed += instance.OnMoveFrontFoot; @MoveFrontFoot.canceled += instance.OnMoveFrontFoot; + @MergeBackFoot.started += instance.OnMergeBackFoot; + @MergeBackFoot.performed += instance.OnMergeBackFoot; + @MergeBackFoot.canceled += instance.OnMergeBackFoot; + @MergeFrontFoot.started += instance.OnMergeFrontFoot; + @MergeFrontFoot.performed += instance.OnMergeFrontFoot; + @MergeFrontFoot.canceled += instance.OnMergeFrontFoot; } } } @@ -402,5 +482,7 @@ public partial class @PlayerC : IInputActionCollection2, IDisposable { void OnMoveBackFoot(InputAction.CallbackContext context); void OnMoveFrontFoot(InputAction.CallbackContext context); + void OnMergeBackFoot(InputAction.CallbackContext context); + void OnMergeFrontFoot(InputAction.CallbackContext context); } } diff --git a/Assets/勍/输入映射/PlayerC.inputactions b/Assets/勍/输入映射/PlayerC.inputactions index 9df0d65..1875e68 100644 --- a/Assets/勍/输入映射/PlayerC.inputactions +++ b/Assets/勍/输入映射/PlayerC.inputactions @@ -22,6 +22,24 @@ "processors": "", "interactions": "", "initialStateCheck": true + }, + { + "name": "MergeBackFoot", + "type": "Button", + "id": "8288e092-59fe-4ec2-8cf0-6405751e4d50", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": false + }, + { + "name": "MergeFrontFoot", + "type": "Button", + "id": "dff57601-4077-445d-880b-15d1f6794338", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": false } ], "bindings": [ @@ -244,6 +262,50 @@ "action": "MoveFrontFoot", "isComposite": false, "isPartOfComposite": true + }, + { + "name": "", + "id": "6473b7f1-d103-4c52-83b5-111733afdc6d", + "path": "/leftShoulder", + "interactions": "", + "processors": "", + "groups": "", + "action": "MergeBackFoot", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "98454c00-038e-4008-91b0-21098bc7423c", + "path": "/shift", + "interactions": "", + "processors": "", + "groups": "", + "action": "MergeBackFoot", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "ec93b4c2-ff5d-4c0f-bcf7-ea1788cabb6f", + "path": "/rightShoulder", + "interactions": "", + "processors": "", + "groups": "GamePlay", + "action": "MergeFrontFoot", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "615c7cea-f9d0-458c-a7e1-04a9ee39a068", + "path": "/space", + "interactions": "", + "processors": "", + "groups": "GamePlay", + "action": "MergeFrontFoot", + "isComposite": 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