using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Sirenix.OdinInspector;
///
/// 马类,用于接受来自玩家的指令、进行物理模拟
///
public class Horse : MonoBehaviour
{
// _____ _ _ _
// | __ \ | | | (_)
// | |__) | _| |__ | |_ ___
// | ___/ | | | '_ \| | |/ __|
// | | | |_| | |_) | | | (__
// |_| \__,_|_.__/|_|_|\___|
[FoldoutGroup("SE")][Title("deadSE")]
public AudioClip deadSE;
[FoldoutGroup("SE")][Title("landSE")]
public AudioClip landSE;
[FoldoutGroup("SE")][Title("jumpSE")]
public AudioClip jumpSE;
private AudioSource audioSource;
///
/// 马的前腿根部
///
[BoxGroup("必须绑定的物体")][Header("马的前腿根部")]
public Transform frontLegRoot;
///
/// 马的后腿根部
///
[BoxGroup("必须绑定的物体")][Header("马的后腿根部")]
public Transform backLegRoot;
///
/// 马伸直腿后前脚底部
///
[BoxGroup("必须绑定的物体")][Header("马前脚伸直后的最深位置")]
public Transform frontFoot;
///
/// 马伸直腿后后脚底部
///
[BoxGroup("必须绑定的物体")][Header("马后脚伸直后的最深位置")]
public Transform backFoot;
///
/// 马脚Transform
///
[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")]
public Transform[] footsTransform;
///
/// 头部IK控制点
///
[BoxGroup("必须绑定的物体")][Header("头部IK控制点")]
public Transform HeadControlPoint;
///
/// 腿做圆周运动的半径
///
[BoxGroup("马的基本运动信息")][Header("马脚圆周运动半径")]
public float footMoveRadius;
///
/// 四条腿分别对输入偏差多少
///
[ListDrawerSettings] [BoxGroup("马的基本运动信息")][Header("四条腿分别对输入偏差多少")]
public Vector2[] footOffestOfInput;
///
/// 马足力量
///
[BoxGroup("马的基本运动信息")][Header("马足力量")]
public float footForce;
///
/// 马蹄推动马身的力度调整值
///
[BoxGroup("马的基本运动信息")][Header("马前进的力度")]
public float strength;
///
/// 马蹄供力有效范围
///
[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, Dead}
///
/// 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;
[BoxGroup("马的其他信息")][Header("马被相机挤死后飞出有多大的力")]
public float deadFlySpeed;
///
/// 要统计多长时间内的输入变化以供加速?】
///
[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?")]
public float accelerationTime;
///
/// 加速倍率
///
[BoxGroup("马的基本运动信息")][Header("加速倍率")]
public float accelerationRate = 1f;
///
/// 最后一节马足的骨骼,必须按照左前、右前、左后、右后的顺序绑定
///
[ BoxGroup("必须绑定的物体")][Header("最后一节马足的骨骼,必须按照左前、右前、左后、右后的顺序绑定")]
public Transform[] lastFoots;
[BoxGroup("马的基本运动信息")][Header("最后一节马前脚的旋转区间")]
public Vector2 lastFrontFootRotationRange;
[BoxGroup("马的基本运动信息")][Header("最后一节马后脚的旋转区间")]
public Vector2 lastBackFootRotationRange;
[BoxGroup("马的基本运动信息")][Header("马头追踪速度")]
public float headSpeed;
[BoxGroup("马的基本运动信息")][Header("马尾追踪速度")]
public float tailSpeed;
[BoxGroup("马的基本运动信息")][Header("马尾旋转范围")]
public Vector2 horseTailRotationRange;
///
/// 马尾骨骼
///
[BoxGroup("必须绑定的物体")][Header("马尾IK控制点")]
public Transform tailControlPoint;
// _____ _ _
// | __ \ (_) | |
// | |__) | __ ___ ____ _| |_ ___
// | ___/ '__| \ \ / / _` | __/ _ \
// | | | | | |\ V / (_| | || __/
// |_| |_| |_| \_/ \__,_|\__\___|
struct foot
{
///
/// 腿对输入偏差多少
///
public Vector2 footOffestOfInput;
///
/// 马脚控制点,通过transform找到
///
public Transform footControlPoint;
///
/// 真实的马脚的Transform
///
public Transform footRealTransform;
///
/// 马脚此时目标位置,每帧计算
///
public Vector3 footTargetPosition;
///
/// 马蹄刚体组件
///
public Rigidbody2D footRigidbody2D;
///
/// 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
///
public BoxCollider2D footBoxCollider2D;
///
/// 马蹄前一帧的位置
///
public Vector3 footPreviousPosition;
///
/// 最后一节马足的骨骼Transform,需要模拟其弯曲
///
public Transform lastFootTransform;
}
private foot[] foots;
///
/// 马前腿长度
///
private float frontLegLength;
///
/// 马后腿长度
///
private float backLegLength;
///
/// 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
///
private float frontRootDistanceToCenterOfCircle;
///
/// 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
///
private float backRootDistanceToCenterOfCircle;
///
/// 输入的马前脚信息
///
private Vector2 inputFrontVector;
///
/// 上一帧马前脚信息
///
private Vector2 pInputFrontVector;
///
/// 输入的马后脚信息
///
private Vector2 inputBackVector;
///
/// 上一帧马后脚信息
///
private Vector2 pInputBackVector;
///
/// 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;
// ///
// /// 一段时间内的变化总量
// ///
// private float chargeCount = 0;
///
/// 原重力尺度,在Start中通过随意一条腿的刚体获取
///
private float oriGravityScale;
///
/// 马蹄碰撞体数组
///
private BoxCollider2D[] footBoxColliders;
///
/// 马的刚体组件
///
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;
///
/// 死亡后的旋转中心
///
private Transform rotateCenter;
///
/// 保存了最近若干秒内的输入充能
///
private Queue footInputChargeQueue;
///
/// 应有的输入加速累计队列的长度
///
private int footInputChargeQueueLength;
///
/// 本帧中,累计的充能值
///
public float footInputCharge = 0;
///
/// 马头控制点的Pos应同步于此
///
private Transform horseHeadDelay;
///
/// 马头的默认位置
///
private Transform horseHeadDefault;
///
/// 马尾的控制点的Pos应同步于此
///
private Transform horseTailDelay;
///
/// 马尾的默认位置
///
private Transform horseTailDefault;
private JumpState previousJumpState = JumpState.Ready;
void Start()
{
//初始化
Init();
//找到必要的物体和组件
FindSth();
//计算必要的量
CaculateSth();
}
void Update()
{
//更新一些数据
UpdateDataEarly();
if(horseState != HorseState.Dead)
{
//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();
//计算此时马脚在Y轴上的进程,并根据此进程对马蹄旋转插值,模拟最后一节马蹄的弯曲
CaculateLastFootRotation();
//跳跃检测和物理实现
if(horseState == HorseState.Jump) CheckJump();
//让马头控制点运动
MoveHorseHead();
//让马尾根据马刚体速度运动
MoveHorseTail();
// //防止马翻
// Debug.Log(transform.eulerAngles.z);
// if(transform.eulerAngles.z > 30 && transform.eulerAngles.z < 330)
// {
// //看是离45度还是315度更近
// if(Mathf.Abs(transform.eulerAngles.z - 30) < Mathf.Abs(transform.eulerAngles.z - 330))
// {
// transform.eulerAngles = new Vector3(0, 0, 30);
// }
// else
// {
// transform.eulerAngles = new Vector3(0, 0, 330);
// }
// }
}
//更新一些数据
UpdateDataLate();
}
void FixedUpdate() {
CaculateFootInputCharge();
}
void MoveHorseTail(){
Vector2 dir = horseTailDefault.position - horseTailDelay.position;
Vector2 horseV = horseRig.velocity;
dir = new Vector2(
dir.x * 0.05f,
dir.y * 0.05f
);
horseTailDelay.position += new Vector3(
dir.x * Time.deltaTime * tailSpeed,
dir.y * Time.deltaTime * tailSpeed,
0
);
tailControlPoint.position = horseTailDelay.position;
}
void MoveHorseHead(){
Vector2 dir = horseHeadDefault.position - horseHeadDelay.position;
Vector2 horseV = horseRig.velocity;
dir = new Vector2(
dir.x += horseV.x * 0.05f,
dir.y -= horseV.x*0.05f
);
horseHeadDelay.position += new Vector3(
dir.x * Time.deltaTime * headSpeed,
dir.y * Time.deltaTime * headSpeed,
0
);
HeadControlPoint.position = horseHeadDelay.position;
}
void CaculateLastFootRotation(){
for(int i = 0; i < 4; i++){
//用脚底深度减去马足深度,ABS。得到一个Progress
float footBottle = (i < 2) ? frontFoot.position.y : backFoot.position.y;
float footY = foots[i].footRealTransform.position.y;
float progress = Mathf.Abs(footBottle - footY) / (2*footMoveRadius);
//if(i == 1) Debug.Log("左前脚Progress:" + progress);
Vector2 lastFootRotationRange = (i < 2) ? lastFrontFootRotationRange : lastBackFootRotationRange;
//插值,让最后一节马脚弯曲
foots[i].lastFootTransform.rotation = Quaternion.Euler(
0,0,
Mathf.Lerp(
lastFootRotationRange.x,
lastFootRotationRange.y,
progress)
);
}
}
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;
}
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
List temp = new List();
GetComponentsInChildren(temp);
foreach(Collider2D box in temp)
box.enabled = false;
horseRig.velocity = Vector2.one * deadFlySpeed;
//播放音效
audioSource.clip = deadSE;
audioSource.Play();
}
///
/// 一次跳跃的最终触发函数
///
private void Jump()
{
if(horseRig.velocity.y > 3f)
return;
//horseRig.velocity = Vector2.zero;
//修改状态至跳跃
jumpState = JumpState.Jump;
Vector2 jumpVelocity = jumpChargeVelocity * jumpForce * -1 * new Vector2(1.5f,1.5f);
Vector2 fix = new Vector2( (jumpChargeVelocity.x > 0 ? -1 : 1) *12f, 33.5f);
jumpVelocity = 1f * jumpVelocity + 0.8f * fix;
//屏蔽出了问题的极大值
if(jumpVelocity.magnitude > 40f) jumpVelocity *= 0.1f;
Debug.Log("Jump Velocity: " + jumpVelocity);
horseRig.velocity = jumpVelocity;
jumpChargeVelocity = Vector2.zero;
//播放音效
audioSource.clip = jumpSE;
audioSource.Play();
}
private bool canJump = true;
///
/// 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 && canJump){
Jump();
canJump = false;
ActionController.Instance.DelayToCall(
() => {
canJump = true;
},3f
);
}
}
}
}
///
/// 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(horseState != HorseState.Dead)
{
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;
}
///
/// 移动马身体
///
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
v *= strength * (1 + footInputCharge * accelerationRate);
//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
if(v.magnitude > 20f){
v = Vector2.zero;
Debug.Log("莫动");
}
//如果马处于跳跃状态,则不让马蹄提供速度
if(horseState == HorseState.Jump)
v = Vector2.zero;
//把速度加给马的刚体
horseRig.velocity += v;
}
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;
previousJumpState = jumpState;
}
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;
footInputChargeQueue = new Queue();
//初始化马背接收系统
GameObject.Find("接收人用的马背(不可改名)").AddComponent();
}
private class HoseBack : MonoBehaviour{
private void OnTriggerEnter2D(Collider2D other) {
//当马背接受到人,触发人的Recover();
if(other.TryGetComponent(out Person person) && person.state == Person.PersonState.FallingOff) person.Recover();
}
}
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();
//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();
//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
horseRig = GetComponent();
//
rotateCenter = transform.Find("马死后的旋转中心");
//
for(int i = 0; i < 4; i++){
foots[i].lastFootTransform = lastFoots[i];
}
//
horseHeadDelay = GameObject.Find("马头IK延迟(不可改名)").transform;
horseHeadDefault = transform.Find("马头默认位置(不可改名)");
//
//tailBone = transform.Find("bone_10");
horseTailDelay = GameObject.Find("马尾IK延迟(不可改名)").transform;
horseTailDefault = transform.Find("马尾默认位置(不可改名)");
//
audioSource = GetComponent();
}
///
/// 计算一些不会变的必要的量
///
void CaculateSth()
{
//计算前后腿马腿长度
frontLegLength = Vector3.Distance(frontLegRoot.position, frontFoot.position);
backLegLength = Vector3.Distance(backLegRoot.position, backFoot.position);
//计算从腿根骨骼到马脚运动圆心的距离
frontRootDistanceToCenterOfCircle = frontLegLength - footMoveRadius;
backRootDistanceToCenterOfCircle = backLegLength - footMoveRadius;
//取得原始重力尺度
oriGravityScale = foots[0].footRigidbody2D.gravityScale;
//计算要记录多少帧的输入,用秒计算,每秒60次FixedUpdate
footInputChargeQueueLength = (int)accelerationTime * 60;
}
///
/// 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
///
private void CaculateTargetPosition()
{
//循环4次
for(int i = 0; i < 4; i++)
{
//整体公式为:Target = 根位置 - V(0,L - r) + inputdir * offest * r
//根位置
Vector3 rootPosition = i < 2 ? frontLegRoot.position : backLegRoot.position;
//L
float L = i < 2 ? frontLegLength : backLegLength;
//中间向量
Vector3 middleVector = new Vector3(0,L - footMoveRadius,0);
//inputdir
Vector2 inputVector = i < 2 ? inputFrontVector : inputBackVector;
//inputTrans
Vector3 inputTrans = new Vector3
(
inputVector.x * ( footOffestOfInput[i].x + 1),
inputVector.y * ( footOffestOfInput[i].y + 1),
0
)
* footMoveRadius;
//最终计算
//footTargetPoints[i] = rootPosition - middleVector + inputTrans;
foots[i].footTargetPosition = rootPosition - middleVector + inputTrans;
}
}
///
/// 把马脚朝着算好的目标点移动
///
private void MoveFoot()
{
//循环4次
for(int i = 0; i < 4; i++)
{
//看此时该脚是否有输入
bool hasInput = i < 2 ? inputFrontVector.magnitude > 0.1f : inputBackVector.magnitude > 0.1f;
//如果有输入,则把马脚朝着目标移动
Vector3 targetPosition = hasInput ?
foots[i].footTargetPosition :
foots[i].footTargetPosition - new Vector3(0,footMoveRadius + 0.5f,0);
// if(hasInput)
if(true)
{
//若无输入,则把目标定在可以使马腿伸直的地方
// Vector3 targetPosition = hasInput ?
// foots[i].footTargetPosition :
// foots[i].footTargetPosition - new Vector3(0,footMoveRadius + 0.5f,0);
//给刚体以target位置-自身位置作为力的方向
Vector2 Dir = targetPosition - foots[i].footControlPoint.position;
//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
if(Dir.magnitude < 0.1f)
{
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
Vector2 force = Dir * footForce * (horseRig.velocity.magnitude * 0.1f + 1);
//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;
//foots[i].footRigidbody2D.AddForce(force);
}
// // 强制把马脚移到目标点
//foots[i].footControlPoint.position = foots[i].footTargetPosition;
//foots[i].footControlPoint.position = targetPosition;
// 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;
public bool IsHorseStillAlive() => horseState != HorseState.Dead;
[FoldoutGroup("SE")][Title("马蹄音效")]
public AudioSource[] footSEs;
//撞击地面后,修改跳跃状态
void OnCollisionEnter2D(Collision2D collision)
{
if(collision.gameObject.tag == "Ground")
{
//播放马蹄点地音效
Random.Range(0,footSEs.Length);
footSEs[Random.Range(0,footSEs.Length)].Play();
transform.Find("马蹄灰尘").GetComponent().Play();
jumpState = JumpState.Ready;
//播放着地音效
if(previousJumpState == JumpState.Jump)
{
audioSource.clip = landSE;
audioSource.Play();
}
}
}
}