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2026-06-05 16:26:04 +07:00
parent 024cc4fc69
commit a6110a814c
2 changed files with 282 additions and 17 deletions

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@@ -1,16 +1,251 @@
using UnityEngine;
using UnityEngine.AI;
using Invector;
using System.Collections;
/// <summary>
/// AnimatorAI: Đồng bộ hóa trạng thái của EnemyAI với Animator.
/// Tích hợp Simulation Mode để giả lập animation khi chưa có logic di chuyển hoàn chỉnh.
/// </summary>
public class AnimatorAI : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
protected Animator animator;
protected EnemyAI enemyAI;
protected NavMeshAgent agent;
protected Rigidbody rb;
[Header("Debug Settings")]
public bool debugMode = true;
public Color debugColor = Color.cyan;
[Header("Simulation Mode (Giả lập)")]
public bool useSimulation = false; // Tích chọn để dùng thông số giả lập bên dưới
public bool autoCycleSpeed = false; // Tự động chạy/đi bộ/đứng im theo vòng lặp
[Range(0, 1)] public float simVerticalVelocity = 0f;
public bool simIsSprinting = false;
public bool simIsAiming = false;
public int simMoveSetID = 0;
[Header("Movement Settings")]
public float sprintThreshold = 0.8f;
public float dampTime = 0.1f;
#region Animator Parameters (Invector Style)
protected vAnimatorParameter isDead;
protected vAnimatorParameter isGrounded;
protected vAnimatorParameter isCrouching;
protected vAnimatorParameter isStrafing;
protected vAnimatorParameter isSliding;
protected vAnimatorParameter isSprinting;
protected vAnimatorParameter isAiming;
protected vAnimatorParameter canAim;
protected vAnimatorParameter flipAnimation;
protected vAnimatorParameter flipEquip;
protected vAnimatorParameter groundDistance;
protected vAnimatorParameter groundAngle;
protected vAnimatorParameter verticalVelocity;
protected vAnimatorParameter moveSet_ID;
protected vAnimatorParameter upperBody_ID;
protected vAnimatorParameter idleRandom;
protected vAnimatorParameter idleRandomTrigger;
protected vAnimatorParameter randomAttack;
protected vAnimatorParameter weakAttack;
protected vAnimatorParameter strongAttack;
protected vAnimatorParameter isBlocking;
protected vAnimatorParameter attackID;
protected vAnimatorParameter defenseID;
protected vAnimatorParameter recoilID;
protected vAnimatorParameter reactionID;
protected vAnimatorParameter triggerRecoil;
protected vAnimatorParameter triggerReaction;
protected vAnimatorParameter hitDirection;
protected vAnimatorParameter resetState;
protected vAnimatorParameter reload;
protected vAnimatorParameter cancelReload;
protected vAnimatorParameter reloadID;
protected vAnimatorParameter shoot;
protected vAnimatorParameter shot_ID;
protected vAnimatorParameter powerCharger;
#endregion
protected virtual void Start()
{
// Sử dụng GetComponentInChildren để tìm Animator ở các đối tượng con (khung Mesh)
animator = GetComponentInChildren<Animator>();
enemyAI = GetComponent<EnemyAI>();
agent = GetComponent<NavMeshAgent>();
rb = GetComponent<Rigidbody>();
if (animator == null)
{
Debug.LogError($"<color=red>[AnimatorAI]</color> KHÔNG tìm thấy Animator trên {gameObject.name} hoặc các con của nó!");
}
else if (debugMode)
{
Debug.Log($"<color=green>[AnimatorAI]</color> Đã tìm thấy Animator trên đối tượng: {animator.gameObject.name}");
}
InitializeParameters();
}
// Update is called once per frame
void Update()
protected virtual void InitializeParameters()
{
if (animator == null) return;
isDead = new vAnimatorParameter(animator, "isDead");
isGrounded = new vAnimatorParameter(animator, "IsGrounded");
isCrouching = new vAnimatorParameter(animator, "IsCrouching");
isStrafing = new vAnimatorParameter(animator, "IsStrafing");
isSliding = new vAnimatorParameter(animator, "IsSliding");
isSprinting = new vAnimatorParameter(animator, "IsSprinting");
isAiming = new vAnimatorParameter(animator, "IsAiming");
canAim = new vAnimatorParameter(animator, "CanAim");
flipAnimation = new vAnimatorParameter(animator, "FlipAnimation");
flipEquip = new vAnimatorParameter(animator, "FlipEquip");
groundDistance = new vAnimatorParameter(animator, "GroundDistance");
groundAngle = new vAnimatorParameter(animator, "GroundAngle");
verticalVelocity = new vAnimatorParameter(animator, "VerticalVelocity");
moveSet_ID = new vAnimatorParameter(animator, "MoveSet_ID");
upperBody_ID = new vAnimatorParameter(animator, "UpperBody_ID");
idleRandom = new vAnimatorParameter(animator, "IdleRandom");
idleRandomTrigger = new vAnimatorParameter(animator, "IdleRandomTrigger");
randomAttack = new vAnimatorParameter(animator, "RandomAttack");
weakAttack = new vAnimatorParameter(animator, "WeakAttack");
strongAttack = new vAnimatorParameter(animator, "StrongAttack");
isBlocking = new vAnimatorParameter(animator, "IsBlocking");
attackID = new vAnimatorParameter(animator, "AttackID");
defenseID = new vAnimatorParameter(animator, "DefenseID");
recoilID = new vAnimatorParameter(animator, "RecoilID");
reactionID = new vAnimatorParameter(animator, "ReactionID");
triggerRecoil = new vAnimatorParameter(animator, "TriggerRecoil");
triggerReaction = new vAnimatorParameter(animator, "TriggerReaction");
hitDirection = new vAnimatorParameter(animator, "HitDirection");
resetState = new vAnimatorParameter(animator, "ResetState");
reload = new vAnimatorParameter(animator, "Reload");
cancelReload = new vAnimatorParameter(animator, "CancelReload");
reloadID = new vAnimatorParameter(animator, "ReloadID");
shoot = new vAnimatorParameter(animator, "Shoot");
shot_ID = new vAnimatorParameter(animator, "Shot_ID");
powerCharger = new vAnimatorParameter(animator, "PowerCharger");
}
protected virtual void Update()
{
if (animator == null) return;
if (useSimulation)
{
RunSimulation();
}
else
{
if (enemyAI == null || agent == null) return;
UpdateMovementParameters();
UpdateCombatParameters();
}
}
protected virtual void RunSimulation()
{
// 1. Giả lập tốc độ di chuyển
if (autoCycleSpeed)
{
// Tạo vòng lặp tốc độ từ 0 đến 1 dùng hàm Sin
simVerticalVelocity = Mathf.Abs(Mathf.Sin(Time.time * 0.5f));
simIsSprinting = simVerticalVelocity > sprintThreshold;
}
SetFloat(verticalVelocity, simVerticalVelocity, "SIM: VerticalVelocity");
SetBool(isSprinting, simIsSprinting, "SIM: IsSprinting");
SetBool(isGrounded, true, "SIM: IsGrounded"); // Luôn giả lập trên mặt đất
// 2. Giả lập chiến đấu
SetBool(isAiming, simIsAiming, "SIM: IsAiming");
SetInt(moveSet_ID, simMoveSetID, "SIM: MoveSet_ID");
SetBool(canAim, simIsAiming, "SIM: CanAim");
}
protected virtual void UpdateMovementParameters()
{
bool grounded = agent.isOnNavMesh || agent.enabled;
SetBool(isGrounded, grounded, "IsGrounded");
float speed = agent.velocity.magnitude / enemyAI.moveSpeed;
SetFloat(verticalVelocity, speed, "VerticalVelocity");
bool sprinting = agent.velocity.magnitude > (enemyAI.moveSpeed * sprintThreshold);
SetBool(isSprinting, sprinting, "IsSprinting");
bool isDodging = !agent.enabled && !rb.isKinematic;
SetBool(flipAnimation, isDodging, "FlipAnimation (Dodge)");
}
protected virtual void UpdateCombatParameters()
{
bool aiming = enemyAI.playerHasArtifact && agent.isStopped;
SetBool(isAiming, aiming, "IsAiming");
int moveID = enemyAI.playerHasArtifact ? 1 : 0;
SetInt(moveSet_ID, moveID, "MoveSet_ID");
SetBool(canAim, enemyAI.playerHasArtifact, "CanAim");
}
#region Optimized Setters with Debug
protected void SetBool(vAnimatorParameter param, bool value, string name)
{
if (param.isValid)
{
bool current = animator.GetBool(param);
if (current != value)
{
animator.SetBool(param, value);
if (debugMode) Debug.Log($"<color=cyan>[AnimDebug]</color> {gameObject.name}: <b>{name}</b> -> {value}");
}
}
}
protected void SetFloat(vAnimatorParameter param, float value, string name)
{
if (param.isValid)
{
animator.SetFloat(param, value, dampTime, Time.deltaTime);
}
}
protected void SetInt(vAnimatorParameter param, int value, string name)
{
if (param.isValid)
{
int current = animator.GetInteger(param);
if (current != value)
{
animator.SetInteger(param, value);
if (debugMode) Debug.Log($"<color=orange>[AnimDebug]</color> {gameObject.name}: <b>{name}</b> -> {value}");
}
}
}
#endregion
#region Helper Methods (Triggers)
public virtual void SetAnimatorTrigger(vAnimatorParameter trigger, string name = "Trigger")
{
if (trigger.isValid)
{
if (debugMode) Debug.Log($"<color=yellow>[AnimDebug]</color> {gameObject.name}: Kích hoạt <b>{name}</b>");
StartCoroutine(SetTriggerRoutine(trigger));
}
}
private IEnumerator SetTriggerRoutine(int targetHash)
{
animator.SetTrigger(targetHash);
yield return new WaitForSeconds(0.1f);
animator.ResetTrigger(targetHash);
}
#endregion
}