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