954 lines
32 KiB
C#
954 lines
32 KiB
C#
using System.Collections.Generic;
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using System.Threading;
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using UnityEngine;
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public class PlayerController : MonoBehaviour
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{
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[Header("Movement")]
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[SerializeField] private float _moveSpeed = 5f;
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private float _moveInputX = 0f;
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[Header("Jump")]
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[SerializeField] private float _jumpForce = 8f;
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[SerializeField] private Transform _groundCheck;
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[SerializeField] private float _groundCheckRadius = 0.1f;
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[SerializeField] private LayerMask _groundLayer;
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private bool _isGrounded;
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[Header("WallSlide")]
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[SerializeField] private Transform _wallCheckLeft;
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[SerializeField] private Transform _wallCheckRight;
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[SerializeField] private float _wallCheckRadius = 0.1f;
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[SerializeField] private float _wallSlideSpeed = 2f;
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[SerializeField] private Vector2 _wallJumpForce = new Vector2(4f, 5f);
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[SerializeField] private float _wallJumpInputLockDuration = 0.15f;
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private bool _isTouchingLeftWall;
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private bool _isTouchingRightWall;
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private bool IsTouchingWall => _isTouchingLeftWall || _isTouchingRightWall;
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private int _wallDirection;
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private float _inputLockTimer;
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private float _facingLockTimer;
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[Header("Motion")]
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[SerializeField] private ComboNode _dashRootNode;
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[SerializeField] private ComboNode _rollRootNode;
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private readonly Dictionary<ActionData, float> _motionCooldownTimers = new();
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private readonly List<ActionData> _motionCooldownKeys = new();
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private readonly List<IgnoredLayerCollision> _ignoredLayerCollisions = new();
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private readonly List<Collider2D> _overlapResults = new();
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private readonly List<RaycastHit2D> _castResults = new();
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private int _activeCollisionRecoveryLayerMask;
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private Collider2D[] _bodyColliders;
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private CancellationTokenSource _restoreCollisionCts;
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private CancellationTokenSource _motionCts;
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[Header("Collision Recovery")]
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[SerializeField] private float _overlapRecoverySpeed = 8f;
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[SerializeField] private float _overlapRecoveryOtherBodyRatio = 0.5f;
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[SerializeField] private float _bodyBlockCastDistance = 0.08f;
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[Header("Attack")]
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[SerializeField] private ComboNode _punchRootNode;
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[SerializeField] private ComboNode _kickRootNode;
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[SerializeField] private LayerMask _enemyLayer;
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[SerializeField] private LayerMask _bodyCollisionIgnoredLayers;
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[SerializeField] private string _idleAnimationState = "Idle";
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[SerializeField] private float _bufferOpenTime = 0.1f;
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[SerializeField] private float _bufferLifetime = 0.5f;
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private ComboInputType? _pendingInput;
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private float _pendingInputTime = -1f;
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private float _attackCooldownTimer;
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private ComboNode _currentNode;
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private float _comboWindowTimer;
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private CancellationTokenSource _attackCts;
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private CancellationTokenSource _animationSpeedCts;
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private ActionData _lastAttackGizmoData;
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private float _lastAttackGizmoTime = -1f;
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[SerializeField] private float _hitGizmoFadeDuration = 0.5f;
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private ActionData _lastHitData;
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private Vector2 _lastHitCenter;
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private float _lastHitTime = -1f;
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[Header("Debug")]
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[SerializeField] private bool _showAttackDebug = true;
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private float _attackStartTime = -1f;
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private bool _hitFired;
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private Rigidbody2D _rb;
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private Animator _anim;
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private SpriteRenderer _spriteRenderer;
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private void Awake()
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{
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_rb = GetComponent<Rigidbody2D>();
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_anim = GetComponent<Animator>();
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_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
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_bodyColliders = GetComponentsInChildren<Collider2D>();
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IgnoreBodyCollisions();
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}
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private void Start()
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{
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InputManager.Instance.OnMove_Event += OnMoveInput;
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InputManager.Instance.OnJump_Event += OnJumpInput;
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InputManager.Instance.OnPunch_Event += OnPunchInput;
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InputManager.Instance.OnKick_Event += OnKickInput;
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InputManager.Instance.OnDash_Event += OnDashInput;
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InputManager.Instance.OnRoll_Event += OnRollInput;
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}
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private void OnDestroy()
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{
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if (InputManager.Instance != null)
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{
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InputManager.Instance.OnMove_Event -= OnMoveInput;
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InputManager.Instance.OnJump_Event -= OnJumpInput;
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InputManager.Instance.OnPunch_Event -= OnPunchInput;
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InputManager.Instance.OnKick_Event -= OnKickInput;
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InputManager.Instance.OnDash_Event -= OnDashInput;
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InputManager.Instance.OnRoll_Event -= OnRollInput;
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}
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_attackCts?.Cancel();
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_attackCts?.Dispose();
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_animationSpeedCts?.Cancel();
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_animationSpeedCts?.Dispose();
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_motionCts?.Cancel();
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_motionCts?.Dispose();
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_restoreCollisionCts?.Cancel();
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_restoreCollisionCts?.Dispose();
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RestoreIgnoredLayerCollisions();
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}
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private void FixedUpdate()
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{
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_isGrounded = Physics2D.OverlapCircle(_groundCheck.position, _groundCheckRadius, _groundLayer);
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_isTouchingLeftWall = Physics2D.OverlapCircle(_wallCheckLeft.position, _wallCheckRadius, _groundLayer);
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_isTouchingRightWall = Physics2D.OverlapCircle(_wallCheckRight.position, _wallCheckRadius, _groundLayer);
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_wallDirection = _isTouchingRightWall ? 1 : (_isTouchingLeftWall ? -1 : 0);
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if (_attackCooldownTimer > 0f)
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_attackCooldownTimer -= Time.fixedDeltaTime;
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UpdateMotionCooldowns();
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if (_attackCooldownTimer <= 0f && _pendingInput.HasValue)
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{
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ComboInputType buffered = _pendingInput.Value;
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bool stillValid = Time.time - _pendingInputTime <= _bufferLifetime;
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_pendingInput = null;
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if (stillValid) ExecuteComboInput(buffered);
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}
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if (_comboWindowTimer > 0f)
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{
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_comboWindowTimer -= Time.fixedDeltaTime;
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if (_comboWindowTimer <= 0f)
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_currentNode = null;
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}
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if (_inputLockTimer > 0f)
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_inputLockTimer -= Time.fixedDeltaTime;
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else
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_rb.linearVelocity = new Vector2(GetBodyBlockedXVelocity(_moveInputX * _moveSpeed), _rb.linearVelocity.y);
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if (_facingLockTimer > 0f)
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_facingLockTimer -= Time.fixedDeltaTime;
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else
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UpdateFacingFromMoveInput();
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if (IsTouchingWall && !_isGrounded && _rb.linearVelocity.y < -_wallSlideSpeed)
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_rb.linearVelocity = new Vector2(_rb.linearVelocity.x, -_wallSlideSpeed);
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}
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private void OnMoveInput(Vector2 value)
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{
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_moveInputX = value.x == 0f ? 0f : Mathf.Sign(value.x);
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if (_facingLockTimer > 0f) return;
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UpdateFacingFromMoveInput();
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}
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private void UpdateFacingFromMoveInput()
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{
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if (_moveInputX != 0f && _spriteRenderer != null)
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_spriteRenderer.flipX = _moveInputX < 0f;
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}
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private void OnJumpInput()
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{
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if (_isGrounded)
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{
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_rb.linearVelocity = new Vector2(_rb.linearVelocity.x, _jumpForce);
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}
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else if (IsTouchingWall)
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{
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_rb.linearVelocity = new Vector2(-_wallDirection * _wallJumpForce.x, _wallJumpForce.y);
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_inputLockTimer = _wallJumpInputLockDuration;
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}
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}
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private void OnPunchInput() => HandleComboInput(ComboInputType.Punch);
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private void OnKickInput() => HandleComboInput(ComboInputType.Kick);
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private void OnDashInput() => ExecuteMotionNode(_dashRootNode);
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private void OnRollInput() => ExecuteMotionNode(_rollRootNode);
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private void HandleComboInput(ComboInputType input)
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{
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if (_attackCooldownTimer > 0f)
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{
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float elapsed = Time.time - _attackStartTime;
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if (_lastAttackGizmoData != null && elapsed >= _bufferOpenTime)
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{
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_pendingInput = input;
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_pendingInputTime = Time.time;
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}
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return;
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}
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ExecuteComboInput(input);
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}
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private void ExecuteComboInput(ComboInputType input)
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{
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if (_comboWindowTimer > 0f && _currentNode != null)
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{
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foreach (var transition in _currentNode.Transitions)
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{
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if (transition.Trigger != input) continue;
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if (transition.Next == null || transition.Next.Action == null) continue;
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ApplyForwardStep(transition.ForwardStep, transition.ForwardStepDuration);
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PerformAttack(transition.Next.Action, transition.ForwardStep > 0f);
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_currentNode = transition.Next;
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_comboWindowTimer = transition.Next.ComboWindow;
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return;
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}
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}
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ComboNode root = input switch
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{
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ComboInputType.Punch => _punchRootNode,
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ComboInputType.Kick => _kickRootNode,
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_ => null
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};
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if (root == null || root.Action == null) return;
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PerformAttack(root.Action);
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_currentNode = root;
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_comboWindowTimer = root.ComboWindow;
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}
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private void ExecuteMotionNode(ComboNode root)
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{
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if (root == null || root.Action == null) return;
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if (IsMotionOnCooldown(root.Action)) return;
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PerformMotion(root.Action);
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_currentNode = root;
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_comboWindowTimer = root.ComboWindow;
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}
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private void UpdateMotionCooldowns()
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{
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if (_motionCooldownTimers.Count == 0) return;
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_motionCooldownKeys.Clear();
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foreach (var pair in _motionCooldownTimers)
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_motionCooldownKeys.Add(pair.Key);
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foreach (var action in _motionCooldownKeys)
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{
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float remaining = _motionCooldownTimers[action] - Time.fixedDeltaTime;
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if (remaining <= 0f)
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_motionCooldownTimers.Remove(action);
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else
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_motionCooldownTimers[action] = remaining;
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}
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}
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private bool IsMotionOnCooldown(ActionData data)
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{
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return data != null && _motionCooldownTimers.ContainsKey(data);
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}
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private void SetMotionCooldown(ActionData data)
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{
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if (data == null || data.Cooldown <= 0f) return;
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_motionCooldownTimers[data] = data.Cooldown;
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}
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private void IgnoreBodyCollisions()
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{
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int ignoredLayers = _bodyCollisionIgnoredLayers.value;
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if (ignoredLayers == 0) return;
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int playerLayer = gameObject.layer;
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for (int layer = 0; layer < 32; layer++)
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{
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if ((ignoredLayers & (1 << layer)) == 0) continue;
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Physics2D.IgnoreLayerCollision(playerLayer, layer, true);
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}
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}
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private float GetBodyBlockedXVelocity(float xVelocity, ActionData action = null)
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{
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if (Mathf.Approximately(xVelocity, 0f)) return 0f;
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if (_bodyCollisionIgnoredLayers.value == 0) return xVelocity;
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if (CanPassBodyCollision(action)) return xVelocity;
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if (!IsBodyBlocked(Mathf.Sign(xVelocity))) return xVelocity;
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return 0f;
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}
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private bool CanPassBodyCollision(ActionData action)
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{
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return action != null
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&& action.IgnoreCollisionDuringAction
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&& (action.IgnoredCollisionLayers.value & _bodyCollisionIgnoredLayers.value) != 0;
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}
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private bool IsBodyBlocked(float direction)
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{
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if (_bodyColliders == null || _bodyColliders.Length == 0)
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_bodyColliders = GetComponentsInChildren<Collider2D>();
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ContactFilter2D filter = new ContactFilter2D
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{
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useLayerMask = true,
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layerMask = _bodyCollisionIgnoredLayers,
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useTriggers = false
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};
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Vector2 castDirection = new Vector2(direction, 0f);
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for (int i = 0; i < _bodyColliders.Length; i++)
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{
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Collider2D bodyCollider = _bodyColliders[i];
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if (bodyCollider == null || bodyCollider.isTrigger) continue;
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_castResults.Clear();
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if (bodyCollider.Cast(castDirection, filter, _castResults, _bodyBlockCastDistance) > 0)
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return true;
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}
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return false;
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}
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private void IgnoreCollisionsIfNeeded(ActionData data)
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{
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_restoreCollisionCts?.Cancel();
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if (!data.IgnoreCollisionDuringAction)
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{
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RestoreIgnoredLayerCollisionsWhenClear();
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return;
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}
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int playerLayer = gameObject.layer;
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int ignoredLayers = data.IgnoredCollisionLayers.value;
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_activeCollisionRecoveryLayerMask = ignoredLayers;
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for (int layer = 0; layer < 32; layer++)
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{
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if ((ignoredLayers & (1 << layer)) == 0) continue;
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if (Physics2D.GetIgnoreLayerCollision(playerLayer, layer)) continue;
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Physics2D.IgnoreLayerCollision(playerLayer, layer, true);
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_ignoredLayerCollisions.Add(new IgnoredLayerCollision(playerLayer, layer));
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}
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}
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private void RestoreIgnoredLayerCollisions()
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{
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for (int i = 0; i < _ignoredLayerCollisions.Count; i++)
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{
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IgnoredLayerCollision ignored = _ignoredLayerCollisions[i];
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Physics2D.IgnoreLayerCollision(ignored.LayerA, ignored.LayerB, false);
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}
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_ignoredLayerCollisions.Clear();
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_activeCollisionRecoveryLayerMask = 0;
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}
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private void RestoreIgnoredLayerCollisionsWhenClear(LayerMask ignoredLayers = default)
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{
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int recoveryLayerMask = ignoredLayers.value != 0 ? ignoredLayers.value : _activeCollisionRecoveryLayerMask;
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if (_ignoredLayerCollisions.Count == 0 && recoveryLayerMask == 0) return;
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_restoreCollisionCts?.Cancel();
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_restoreCollisionCts?.Dispose();
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_restoreCollisionCts = CancellationTokenSource.CreateLinkedTokenSource(destroyCancellationToken);
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WaitUntilClearThenRestoreCollisions(recoveryLayerMask, _restoreCollisionCts.Token);
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}
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private async void WaitUntilClearThenRestoreCollisions(int recoveryLayerMask, CancellationToken token)
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{
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try
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{
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while (IsOverlappingIgnoredLayers(recoveryLayerMask))
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{
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ResolveIgnoredLayerOverlap(recoveryLayerMask);
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await Awaitable.NextFrameAsync(token);
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}
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}
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catch (System.OperationCanceledException)
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{
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return;
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}
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RestoreIgnoredLayerCollisions();
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}
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private void ResolveIgnoredLayerOverlap(int layerMask)
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{
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if (layerMask == 0) return;
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if (_bodyColliders == null || _bodyColliders.Length == 0)
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_bodyColliders = GetComponentsInChildren<Collider2D>();
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ContactFilter2D filter = new ContactFilter2D
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{
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useLayerMask = true,
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layerMask = layerMask,
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useTriggers = false
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};
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Vector2 selfCenter = _rb.position;
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float distance = _overlapRecoverySpeed * Time.deltaTime;
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for (int i = 0; i < _bodyColliders.Length; i++)
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{
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Collider2D bodyCollider = _bodyColliders[i];
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if (bodyCollider == null || bodyCollider.isTrigger) continue;
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_overlapResults.Clear();
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bodyCollider.Overlap(filter, _overlapResults);
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for (int j = 0; j < _overlapResults.Count; j++)
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{
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Collider2D other = _overlapResults[j];
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if (other == null) continue;
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Vector2 pushDirection = selfCenter - (Vector2)other.bounds.center;
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if (pushDirection.sqrMagnitude < 0.0001f)
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pushDirection = GetFacingDirection();
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pushDirection.Normalize();
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Rigidbody2D otherRb = other.attachedRigidbody;
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bool canMoveOther = otherRb != null && otherRb != _rb && otherRb.bodyType != RigidbodyType2D.Static;
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float otherDistance = canMoveOther ? distance * _overlapRecoveryOtherBodyRatio : 0f;
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float selfDistance = distance - otherDistance;
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_rb.position += pushDirection * selfDistance;
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if (canMoveOther)
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otherRb.position -= pushDirection * otherDistance;
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}
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}
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}
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private Vector2 GetFacingDirection()
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{
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float facing = _spriteRenderer != null && _spriteRenderer.flipX ? -1f : 1f;
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return new Vector2(facing, 0f);
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}
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private bool IsOverlappingIgnoredLayers(int layerMask)
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{
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if (layerMask == 0) return false;
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if (_bodyColliders == null || _bodyColliders.Length == 0)
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_bodyColliders = GetComponentsInChildren<Collider2D>();
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ContactFilter2D filter = new ContactFilter2D
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{
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useLayerMask = true,
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layerMask = layerMask,
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useTriggers = false
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};
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for (int i = 0; i < _bodyColliders.Length; i++)
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{
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Collider2D bodyCollider = _bodyColliders[i];
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if (bodyCollider == null || bodyCollider.isTrigger) continue;
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_overlapResults.Clear();
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if (bodyCollider.Overlap(filter, _overlapResults) > 0)
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return true;
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}
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return false;
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}
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private int GetCurrentIgnoredLayerMask()
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{
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int layerMask = 0;
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for (int i = 0; i < _ignoredLayerCollisions.Count; i++)
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layerMask |= 1 << _ignoredLayerCollisions[i].LayerB;
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return layerMask;
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}
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private async void PerformAttack(ActionData data, bool preserveHorizontalVelocity = false)
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{
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_attackCts?.Cancel();
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_attackCts?.Dispose();
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_attackCts = CancellationTokenSource.CreateLinkedTokenSource(destroyCancellationToken);
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CancellationToken token = _attackCts.Token;
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_attackCooldownTimer = data.Cooldown;
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_lastAttackGizmoData = data;
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_attackStartTime = Time.time;
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_hitFired = false;
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PlayActionAnimation(data);
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if (data.HasMotion)
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{
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ApplyActionVelocity(data);
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}
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LockMovementIfNeeded(data, preserveHorizontalVelocity);
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LockFacingIfNeeded(data);
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IgnoreCollisionsIfNeeded(data);
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try
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{
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await HitRoutine(data, token);
|
|
}
|
|
catch (System.OperationCanceledException) { }
|
|
RestoreIgnoredLayerCollisionsWhenClear(data.IgnoredCollisionLayers);
|
|
}
|
|
|
|
private async void PerformMotion(ActionData data)
|
|
{
|
|
if (data == null || IsMotionOnCooldown(data)) return;
|
|
|
|
CancelAttack();
|
|
_motionCts?.Cancel();
|
|
_motionCts?.Dispose();
|
|
_motionCts = CancellationTokenSource.CreateLinkedTokenSource(destroyCancellationToken);
|
|
CancellationToken token = _motionCts.Token;
|
|
|
|
SetMotionCooldown(data);
|
|
|
|
FaceMotionDirection(data);
|
|
PlayActionAnimation(data);
|
|
|
|
LockMovementIfNeeded(data);
|
|
LockFacingIfNeeded(data);
|
|
IgnoreCollisionsIfNeeded(data);
|
|
|
|
bool completed = false;
|
|
try
|
|
{
|
|
await MotionRoutine(data, token);
|
|
completed = true;
|
|
}
|
|
catch (System.OperationCanceledException) { }
|
|
|
|
if (completed)
|
|
{
|
|
StopActionVelocity(data);
|
|
PlayIdleAnimation();
|
|
}
|
|
RestoreIgnoredLayerCollisionsWhenClear(data.IgnoredCollisionLayers);
|
|
}
|
|
|
|
private async Awaitable MotionRoutine(ActionData data, CancellationToken token)
|
|
{
|
|
float elapsed = 0f;
|
|
float duration = Mathf.Max(data.MotionDuration, 0.01f);
|
|
|
|
while (elapsed < duration)
|
|
{
|
|
token.ThrowIfCancellationRequested();
|
|
|
|
float normalizedTime = Mathf.Clamp01(elapsed / duration);
|
|
ApplyActionVelocity(data, normalizedTime);
|
|
|
|
if (data.ReturnToIdleOnAnimationComplete && IsActionAnimationComplete(data))
|
|
return;
|
|
|
|
await Awaitable.NextFrameAsync(token);
|
|
elapsed += Time.deltaTime;
|
|
}
|
|
}
|
|
|
|
private void CancelAttack()
|
|
{
|
|
_attackCts?.Cancel();
|
|
_attackCooldownTimer = 0f;
|
|
_pendingInput = null;
|
|
}
|
|
|
|
private void ApplyActionVelocity(ActionData data, float normalizedTime = 0f)
|
|
{
|
|
float direction = GetMotionDirection(data);
|
|
float speedMultiplier = data.MotionSpeedCurve != null
|
|
? data.MotionSpeedCurve.Evaluate(normalizedTime)
|
|
: 1f;
|
|
Vector2 velocity = data.Velocity * speedMultiplier;
|
|
velocity.x *= direction;
|
|
velocity.x = GetBodyBlockedXVelocity(velocity.x, data);
|
|
|
|
if (data.PreserveYVelocity)
|
|
velocity.y = _rb.linearVelocity.y;
|
|
|
|
_rb.linearVelocity = velocity;
|
|
}
|
|
|
|
private void StopActionVelocity(ActionData data)
|
|
{
|
|
if (!data.StopHorizontalVelocityOnEnd) return;
|
|
|
|
_rb.linearVelocity = new Vector2(0f, _rb.linearVelocity.y);
|
|
}
|
|
|
|
private bool IsActionAnimationComplete(ActionData data)
|
|
{
|
|
if (_anim == null || string.IsNullOrEmpty(data.AnimationState)) return false;
|
|
|
|
AnimatorStateInfo stateInfo = _anim.GetCurrentAnimatorStateInfo(0);
|
|
return stateInfo.IsName(data.AnimationState) && stateInfo.normalizedTime >= 1f;
|
|
}
|
|
|
|
private void LockMovementIfNeeded(ActionData data, bool preserveHorizontalVelocity = false)
|
|
{
|
|
if (data.CanMoveDuringAction) return;
|
|
|
|
if (!preserveHorizontalVelocity && !data.HasMotion)
|
|
_rb.linearVelocity = new Vector2(0f, _rb.linearVelocity.y);
|
|
|
|
_inputLockTimer = Mathf.Max(data.MotionDuration, 0.02f);
|
|
}
|
|
|
|
private void LockFacingIfNeeded(ActionData data)
|
|
{
|
|
if (data.CanTurnDuringAction) return;
|
|
|
|
_facingLockTimer = Mathf.Max(data.MotionDuration, 0.02f);
|
|
}
|
|
|
|
private void PlayIdleAnimation()
|
|
{
|
|
if (_anim == null) return;
|
|
|
|
_animationSpeedCts?.Cancel();
|
|
_anim.speed = 1f;
|
|
if (!string.IsNullOrEmpty(_idleAnimationState))
|
|
_anim.Play(_idleAnimationState);
|
|
}
|
|
|
|
private void PlayActionAnimation(ActionData data)
|
|
{
|
|
if (_anim == null) return;
|
|
|
|
_animationSpeedCts?.Cancel();
|
|
_animationSpeedCts?.Dispose();
|
|
_animationSpeedCts = CancellationTokenSource.CreateLinkedTokenSource(destroyCancellationToken);
|
|
|
|
_anim.speed = GetAnimationSpeed(data, 0f);
|
|
if (!string.IsNullOrEmpty(data.AnimationState))
|
|
_anim.Play(data.AnimationState);
|
|
|
|
ApplyAnimationSpeedCurve(data, _animationSpeedCts.Token);
|
|
}
|
|
|
|
private async void ApplyAnimationSpeedCurve(ActionData data, CancellationToken token)
|
|
{
|
|
float duration = Mathf.Max(data.MotionDuration, data.HitTiming + data.HitDuration, 0.01f);
|
|
float elapsed = 0f;
|
|
|
|
try
|
|
{
|
|
while (elapsed < duration)
|
|
{
|
|
token.ThrowIfCancellationRequested();
|
|
|
|
float normalizedTime = Mathf.Clamp01(elapsed / duration);
|
|
_anim.speed = GetAnimationSpeed(data, normalizedTime);
|
|
|
|
await Awaitable.NextFrameAsync(token);
|
|
elapsed += Time.deltaTime;
|
|
}
|
|
}
|
|
catch (System.OperationCanceledException) { }
|
|
}
|
|
|
|
private float GetAnimationSpeed(ActionData data, float normalizedTime)
|
|
{
|
|
float curveMultiplier = data.AnimationSpeedCurve != null
|
|
? data.AnimationSpeedCurve.Evaluate(normalizedTime)
|
|
: 1f;
|
|
|
|
return Mathf.Max(data.AnimationSpeed * curveMultiplier, 0.01f);
|
|
}
|
|
|
|
private float GetMotionDirection(ActionData data)
|
|
{
|
|
if (data.UseInputDirection && _moveInputX != 0f)
|
|
return _moveInputX;
|
|
|
|
return _spriteRenderer != null && _spriteRenderer.flipX ? -1f : 1f;
|
|
}
|
|
|
|
private void FaceMotionDirection(ActionData data)
|
|
{
|
|
if (_spriteRenderer == null) return;
|
|
if (!data.UseInputDirection || _moveInputX == 0f) return;
|
|
|
|
_spriteRenderer.flipX = _moveInputX < 0f;
|
|
_facingLockTimer = 0f;
|
|
}
|
|
|
|
private async Awaitable HitRoutine(ActionData data, CancellationToken token)
|
|
{
|
|
float attackStartTime = Time.time;
|
|
|
|
if (!data.HasHit)
|
|
{
|
|
if (data.MotionDuration > 0f)
|
|
await Awaitable.WaitForSecondsAsync(data.MotionDuration, token);
|
|
return;
|
|
}
|
|
|
|
if (data.HitTiming > 0f)
|
|
await Awaitable.WaitForSecondsAsync(data.HitTiming, token);
|
|
|
|
_lastAttackGizmoTime = Time.time;
|
|
_lastHitData = data;
|
|
_hitFired = true;
|
|
|
|
if (data.HitDuration <= 0f)
|
|
{
|
|
ApplyDamageInArea(data, null);
|
|
}
|
|
else
|
|
{
|
|
var alreadyHit = new HashSet<IDamageable>();
|
|
float elapsed = 0f;
|
|
while (elapsed < data.HitDuration)
|
|
{
|
|
token.ThrowIfCancellationRequested();
|
|
ApplyDamageInArea(data, alreadyHit);
|
|
await Awaitable.NextFrameAsync(token);
|
|
elapsed += Time.deltaTime;
|
|
}
|
|
}
|
|
|
|
float remaining = data.MotionDuration - (Time.time - attackStartTime);
|
|
if (remaining > 0f)
|
|
await Awaitable.WaitForSecondsAsync(remaining, token);
|
|
|
|
PlayIdleAnimation();
|
|
}
|
|
|
|
private void ApplyDamageInArea(ActionData data, HashSet<IDamageable> alreadyHit)
|
|
{
|
|
Vector2 center = GetAttackCenter(data.Offset);
|
|
|
|
_lastHitData = data;
|
|
_lastHitCenter = center;
|
|
_lastHitTime = Time.time;
|
|
|
|
Collider2D[] hits = Physics2D.OverlapCircleAll(center, data.Radius, _enemyLayer);
|
|
foreach (var hit in hits)
|
|
{
|
|
if (!hit.TryGetComponent<IDamageable>(out var target)) continue;
|
|
|
|
if (alreadyHit != null)
|
|
{
|
|
if (alreadyHit.Contains(target)) continue;
|
|
alreadyHit.Add(target);
|
|
}
|
|
|
|
target.TakeDamage(data.Damage, GetHitVelocity(data.HitVelocity), data.HitReactionAnimationState);
|
|
}
|
|
}
|
|
|
|
private Vector2 GetHitVelocity(Vector2 hitVelocity)
|
|
{
|
|
float facing = _spriteRenderer != null && _spriteRenderer.flipX ? -1f : 1f;
|
|
hitVelocity.x *= facing;
|
|
return hitVelocity;
|
|
}
|
|
|
|
private string GetActionName(ActionData data)
|
|
{
|
|
if (data == null) return string.Empty;
|
|
return string.IsNullOrEmpty(data.ActionName) ? data.name : data.ActionName;
|
|
}
|
|
|
|
private Vector2 GetAttackCenter(Vector2 offset)
|
|
{
|
|
float facing = _spriteRenderer != null && _spriteRenderer.flipX ? -1f : 1f;
|
|
offset.x *= facing;
|
|
return (Vector2)transform.position + offset;
|
|
}
|
|
|
|
private void ApplyForwardStep(float distance, float duration)
|
|
{
|
|
if (distance <= 0f) return;
|
|
|
|
float safeDuration = Mathf.Max(duration, 0.02f);
|
|
float facing = _spriteRenderer != null && _spriteRenderer.flipX ? -1f : 1f;
|
|
float vx = facing * (distance / safeDuration);
|
|
|
|
_rb.linearVelocity = new Vector2(vx, _rb.linearVelocity.y);
|
|
_inputLockTimer = safeDuration;
|
|
}
|
|
|
|
private void OnDrawGizmos()
|
|
{
|
|
if (_lastHitData == null || _lastHitTime < 0f) return;
|
|
|
|
float since = Time.time - _lastHitTime;
|
|
if (since < 0f || since > _hitGizmoFadeDuration) return;
|
|
|
|
float t = Mathf.Clamp01(since / _hitGizmoFadeDuration);
|
|
float alpha = Mathf.Lerp(0.85f, 0f, t);
|
|
float radius = _lastHitData.Radius;
|
|
|
|
Gizmos.color = new Color(1f, 0.2f, 0.2f, alpha * 0.35f);
|
|
Gizmos.DrawSphere(_lastHitCenter, radius);
|
|
|
|
Gizmos.color = new Color(1f, 0f, 0f, alpha);
|
|
Gizmos.DrawWireSphere(_lastHitCenter, radius);
|
|
}
|
|
|
|
private void OnDrawGizmosSelected()
|
|
{
|
|
if (_groundCheck != null)
|
|
{
|
|
Gizmos.color = _isGrounded ? Color.green : Color.red;
|
|
Gizmos.DrawWireSphere(_groundCheck.position, _groundCheckRadius);
|
|
}
|
|
if (_wallCheckLeft != null)
|
|
{
|
|
Gizmos.color = _isTouchingLeftWall ? Color.green : Color.red;
|
|
Gizmos.DrawWireSphere(_wallCheckLeft.position, _wallCheckRadius);
|
|
}
|
|
if (_wallCheckRight != null)
|
|
{
|
|
Gizmos.color = _isTouchingRightWall ? Color.green : Color.red;
|
|
Gizmos.DrawWireSphere(_wallCheckRight.position, _wallCheckRadius);
|
|
}
|
|
|
|
DrawLastAttackGizmo();
|
|
}
|
|
|
|
private void DrawLastAttackGizmo()
|
|
{
|
|
if (_lastAttackGizmoData == null) return;
|
|
if (!Application.isPlaying) return;
|
|
|
|
float elapsed = Time.time - _lastAttackGizmoTime;
|
|
if (elapsed < 0f) return;
|
|
|
|
ActionData data = _lastAttackGizmoData;
|
|
float activeDuration = Mathf.Max(data.HitDuration, 0.05f);
|
|
float fadeDuration = 0.4f;
|
|
float total = activeDuration + fadeDuration;
|
|
if (elapsed > total) return;
|
|
|
|
float alpha = elapsed < activeDuration
|
|
? 1f
|
|
: 1f - (elapsed - activeDuration) / fadeDuration;
|
|
alpha = Mathf.Clamp01(alpha);
|
|
|
|
Vector2 center = GetAttackCenter(data.Offset);
|
|
Gizmos.color = new Color(1f, 0.3f, 0.3f, alpha * 0.35f);
|
|
Gizmos.DrawSphere(center, data.Radius);
|
|
Gizmos.color = new Color(1f, 0f, 0f, alpha);
|
|
Gizmos.DrawWireSphere(center, data.Radius);
|
|
}
|
|
|
|
private void OnGUI()
|
|
{
|
|
if (!_showAttackDebug || _lastAttackGizmoData == null) return;
|
|
|
|
ActionData data = _lastAttackGizmoData;
|
|
float elapsed = Time.time - _attackStartTime;
|
|
|
|
string status = _hitFired
|
|
? (elapsed < data.HitTiming + Mathf.Max(data.HitDuration, 0.01f) ? "HIT" : "DONE")
|
|
: "WINDUP";
|
|
string cooldownText = _attackCooldownTimer > 0f
|
|
? $"{_attackCooldownTimer:F3}s left"
|
|
: "READY";
|
|
|
|
string bufferText = _pendingInput.HasValue
|
|
? $"<color=#ffcc00>BUFFERED: {_pendingInput.Value}</color>"
|
|
: (elapsed >= _bufferOpenTime && _attackCooldownTimer > 0f ? "ready to buffer" : "-");
|
|
|
|
string info =
|
|
$"<b>{GetActionName(data)}</b> [{status}]\n" +
|
|
$"Elapsed : {elapsed:F3} s\n" +
|
|
$"HitTiming : {data.HitTiming:F3} s\n" +
|
|
$"HitDuration : {data.HitDuration:F3} s\n" +
|
|
$"Cooldown : {data.Cooldown:F3} s ({cooldownText})\n" +
|
|
$"ComboWindow : {_comboWindowTimer:F3} s\n" +
|
|
$"Buffer : {bufferText}";
|
|
|
|
GUIStyle style = new GUIStyle(GUI.skin.box)
|
|
{
|
|
fontSize = 26,
|
|
alignment = TextAnchor.UpperLeft,
|
|
richText = true,
|
|
padding = new RectOffset(16, 16, 12, 12),
|
|
normal = { textColor = Color.white }
|
|
};
|
|
|
|
GUI.Box(new Rect(10, 10, 520, 282), info, style);
|
|
|
|
DrawTimelineBar(data, elapsed);
|
|
}
|
|
|
|
private void DrawTimelineBar(ActionData data, float elapsed)
|
|
{
|
|
float barX = 10f;
|
|
float barY = 302f;
|
|
float barW = 520f;
|
|
float barH = 36f;
|
|
float totalTime = Mathf.Max(
|
|
data.HitTiming + Mathf.Max(data.HitDuration, 0.05f),
|
|
data.Cooldown,
|
|
data.MotionDuration,
|
|
0.3f);
|
|
|
|
GUI.color = new Color(0f, 0f, 0f, 0.6f);
|
|
GUI.DrawTexture(new Rect(barX, barY, barW, barH), Texture2D.whiteTexture);
|
|
|
|
float hitX = barX + (data.HitTiming / totalTime) * barW;
|
|
float hitEndX = barX + ((data.HitTiming + data.HitDuration) / totalTime) * barW;
|
|
GUI.color = new Color(1f, 0.3f, 0.3f, 0.5f);
|
|
GUI.DrawTexture(new Rect(hitX, barY, Mathf.Max(hitEndX - hitX, 4f), barH), Texture2D.whiteTexture);
|
|
|
|
float bufferX = barX + Mathf.Clamp01(_bufferOpenTime / totalTime) * barW;
|
|
GUI.color = new Color(0.2f, 1f, 0.4f, 0.9f);
|
|
GUI.DrawTexture(new Rect(bufferX - 2f, barY, 4f, barH), Texture2D.whiteTexture);
|
|
|
|
float cdEndX = barX + Mathf.Clamp01(data.Cooldown / totalTime) * barW;
|
|
GUI.color = new Color(0.3f, 0.7f, 1f, 0.9f);
|
|
GUI.DrawTexture(new Rect(cdEndX - 2f, barY, 4f, barH), Texture2D.whiteTexture);
|
|
|
|
float cursorX = barX + Mathf.Clamp01(elapsed / totalTime) * barW;
|
|
GUI.color = Color.yellow;
|
|
GUI.DrawTexture(new Rect(cursorX - 2f, barY - 4f, 4f, barH + 8f), Texture2D.whiteTexture);
|
|
|
|
GUI.color = Color.white;
|
|
}
|
|
|
|
private readonly struct IgnoredLayerCollision
|
|
{
|
|
public readonly int LayerA;
|
|
public readonly int LayerB;
|
|
|
|
public IgnoredLayerCollision(int layerA, int layerB)
|
|
{
|
|
LayerA = layerA;
|
|
LayerB = layerB;
|
|
}
|
|
}
|
|
}
|