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@@ -1,307 +1,199 @@
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using UnityEngine;
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using UnityEngine.AI;
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using Invector;
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using Invector.vEventSystems;
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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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/// AnimatorAI: Advanced Invector-style Animator synchronization for EnemyAI.
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/// Resolves T-pose by ensuring all core Invector parameters are correctly synced.
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/// </summary>
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public class AnimatorAI : MonoBehaviour
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public class AnimatorAI : MonoBehaviour, vIAnimatorStateInfoController
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{
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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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protected vHealthController healthController;
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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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public float groundDistanceValue = 0.05f;
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public vAnimatorStateInfos animatorStateInfos { get; protected set; }
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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 horizontalVelocity;
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protected vAnimatorParameter groundDistance;
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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 reactionID;
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protected vAnimatorParameter triggerReaction;
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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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[Header("Nuclear Diagnostic (Siêu chẩn đoán)")]
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public string forcePlayState = ""; // Gõ tên State vào đây để ép nó chạy (vd: Idle)
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public bool showLayerWeights = false;
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protected Vector3 lastPosition;
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protected float currentV;
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protected float currentH;
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protected virtual void Start()
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protected virtual void Awake()
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{
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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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healthController = GetComponent<vHealthController>();
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if (animator == null)
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if (animator)
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{
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Debug.LogError($"<color=red>[AnimatorAI]</color> KHÔNG tìm thấy Animator trên {gameObject.name} hoặc các con của nó!");
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return;
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animatorStateInfos = new vAnimatorStateInfos(animator);
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InitializeParameters();
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}
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// Chạy chẩn đoán hạt nhân
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StartCoroutine(NuclearDiagnosticRoutine());
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InitializeParameters();
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lastPosition = transform.position;
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}
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private IEnumerator NuclearDiagnosticRoutine()
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protected virtual void OnEnable()
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{
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while (true)
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{
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yield return new WaitForSeconds(1f);
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this.Register();
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if (healthController) healthController.onReceiveDamage.AddListener(OnReceiveDamage);
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}
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if (animator == null) yield break;
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// 1. Kiểm tra Enabled
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if (!animator.enabled)
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Debug.LogError($"<color=red>[NUCLEAR ALERT]</color> Component Animator đang bị TẮT (enabled = false)!");
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// 2. Kiểm tra Rig Type
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if (animator.isHuman)
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Debug.Log($"<color=white>[Rig Info]</color> Rig là Humanoid. Hãy chắc chắn các Animation cũng là Humanoid.");
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else
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Debug.LogWarning($"<color=yellow>[Rig Info]</color> Rig là Generic/Legacy. Nếu bạn dùng Animation Humanoid nó sẽ không chạy.");
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// 3. Kiểm tra Layer Weight
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if (showLayerWeights)
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{
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for (int i = 0; i < animator.layerCount; i++)
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{
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Debug.Log($"Layer {i} ({animator.GetLayerName(i)}): Weight = {animator.GetLayerWeight(i)}");
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}
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}
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// 4. Ép chạy State nếu có yêu cầu
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if (!string.IsNullOrEmpty(forcePlayState))
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{
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Debug.Log($"<color=magenta>[Nuclear Force]</color> ÉP CHẠY STATE: {forcePlayState}");
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animator.Play(forcePlayState);
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forcePlayState = ""; // Reset sau khi chạy
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}
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// 5. Kiểm tra vị trí xương (Nếu T-pose thì thường xương không đổi vị trí)
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Vector3 handPos = animator.GetBoneTransform(HumanBodyBones.RightHand) ? animator.GetBoneTransform(HumanBodyBones.RightHand).position : Vector3.zero;
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yield return new WaitForSeconds(0.1f);
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if (handPos != Vector3.zero && Vector3.Distance(handPos, animator.GetBoneTransform(HumanBodyBones.RightHand).position) < 0.001f && animator.speed > 0)
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{
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// Nếu xương không nhúc nhích dù tốc độ > 0
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Debug.LogWarning($"<color=red>[NUCLEAR ALERT]</color> CẢNH BÁO: Xương nhân vật không nhúc nhích! Có thể do Rig lỗi hoặc bị script khác khóa xương.");
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}
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if (!useSimulation) yield break;
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}
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protected virtual void OnDisable()
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{
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this.UnRegister();
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if (healthController) healthController.onReceiveDamage.RemoveListener(OnReceiveDamage);
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}
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protected virtual void InitializeParameters()
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{
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if (animator == null) return;
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// Khởi tạo và kiểm tra từng tham số quan trọng
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isDead = ValidateAndInit("isDead");
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isGrounded = ValidateAndInit("IsGrounded");
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isCrouching = ValidateAndInit("IsCrouching");
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isStrafing = ValidateAndInit("IsStrafing");
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isSliding = ValidateAndInit("IsSliding");
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isSprinting = ValidateAndInit("IsSprinting");
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isAiming = ValidateAndInit("IsAiming");
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canAim = ValidateAndInit("CanAim");
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flipAnimation = ValidateAndInit("FlipAnimation");
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flipEquip = ValidateAndInit("FlipEquip");
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groundDistance = ValidateAndInit("GroundDistance");
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groundAngle = ValidateAndInit("GroundAngle");
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verticalVelocity = ValidateAndInit("VerticalVelocity");
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moveSet_ID = ValidateAndInit("MoveSet_ID");
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upperBody_ID = ValidateAndInit("UpperBody_ID");
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idleRandom = ValidateAndInit("IdleRandom");
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idleRandomTrigger = ValidateAndInit("IdleRandomTrigger");
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randomAttack = ValidateAndInit("RandomAttack");
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weakAttack = ValidateAndInit("WeakAttack");
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strongAttack = ValidateAndInit("StrongAttack");
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isBlocking = ValidateAndInit("IsBlocking");
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attackID = ValidateAndInit("AttackID");
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defenseID = ValidateAndInit("DefenseID");
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recoilID = ValidateAndInit("RecoilID");
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reactionID = ValidateAndInit("ReactionID");
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triggerRecoil = ValidateAndInit("TriggerRecoil");
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triggerReaction = ValidateAndInit("TriggerReaction");
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hitDirection = ValidateAndInit("HitDirection");
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resetState = ValidateAndInit("ResetState");
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reload = ValidateAndInit("Reload");
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cancelReload = ValidateAndInit("CancelReload");
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reloadID = ValidateAndInit("ReloadID");
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shoot = ValidateAndInit("Shoot");
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shot_ID = ValidateAndInit("Shot_ID");
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powerCharger = ValidateAndInit("PowerCharger");
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}
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private vAnimatorParameter ValidateAndInit(string paramName)
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{
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vAnimatorParameter p = new vAnimatorParameter(animator, paramName);
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if (!p.isValid && debugMode)
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{
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// Chỉ cảnh báo những biến cốt lõi nếu thiếu
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if (paramName == "VerticalVelocity" || paramName == "IsGrounded" || paramName == "IsAiming")
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Debug.LogWarning($"<color=yellow>[AnimatorAI]</color> Cảnh báo: Controller thiếu biến quan trọng: <b>{paramName}</b>");
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}
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return p;
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isDead = new vAnimatorParameter(animator, "isDead");
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isGrounded = new vAnimatorParameter(animator, "IsGrounded");
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isStrafing = new vAnimatorParameter(animator, "IsStrafing");
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isSprinting = new vAnimatorParameter(animator, "IsSprinting");
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isAiming = new vAnimatorParameter(animator, "IsAiming");
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verticalVelocity = new vAnimatorParameter(animator, "VerticalVelocity");
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horizontalVelocity = new vAnimatorParameter(animator, "HorizontalVelocity");
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groundDistance = new vAnimatorParameter(animator, "GroundDistance");
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moveSet_ID = new vAnimatorParameter(animator, "MoveSet_ID");
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attackID = new vAnimatorParameter(animator, "AttackID");
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hitDirection = new vAnimatorParameter(animator, "HitDirection");
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reactionID = new vAnimatorParameter(animator, "ReactionID");
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triggerReaction = new vAnimatorParameter(animator, "TriggerReaction");
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resetState = new vAnimatorParameter(animator, "ResetState");
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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 (animator == null || enemyAI == null || agent == 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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UpdateMovementParameters();
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UpdateCombatParameters();
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}
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protected virtual void UpdateMovementParameters()
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{
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// 1. Grounded & GroundDistance (Critical for T-pose prevention)
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bool grounded = agent.isOnNavMesh || agent.enabled;
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SetBool(isGrounded, grounded, "IsGrounded");
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SetBool(isGrounded, grounded);
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SetFloat(groundDistance, grounded ? 0f : groundDistanceValue);
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float speed = agent.velocity.magnitude / enemyAI.moveSpeed;
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SetFloat(verticalVelocity, speed, "VerticalVelocity");
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// 2. Responsive Velocity Calculation
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// Use a mix of agent velocity and position delta for better responsiveness
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Vector3 worldVelocity = (transform.position - lastPosition) / Time.deltaTime;
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lastPosition = transform.position;
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bool sprinting = agent.velocity.magnitude > (enemyAI.moveSpeed * sprintThreshold);
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SetBool(isSprinting, sprinting, "IsSprinting");
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if (worldVelocity.magnitude < 0.01f) worldVelocity = Vector3.zero;
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bool isDodging = !agent.enabled && !rb.isKinematic;
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SetBool(flipAnimation, isDodging, "FlipAnimation (Dodge)");
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Vector3 localVelocity = transform.InverseTransformDirection(worldVelocity);
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float targetV = localVelocity.z / enemyAI.moveSpeed;
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float targetH = localVelocity.x / enemyAI.moveSpeed;
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// Smooth velocity values
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currentV = Mathf.Lerp(currentV, targetV, 10f * Time.deltaTime);
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currentH = Mathf.Lerp(currentH, targetH, 10f * Time.deltaTime);
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SetFloat(verticalVelocity, currentV);
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SetFloat(horizontalVelocity, currentH);
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// 3. Sprinting
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bool sprinting = worldVelocity.magnitude > (enemyAI.moveSpeed * sprintThreshold);
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SetBool(isSprinting, sprinting);
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// 4. Strafing
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SetBool(isStrafing, enemyAI.playerHasArtifact);
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}
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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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|
|
SetBool(isAiming, enemyAI.playerHasArtifact);
|
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|
|
SetInt(moveSet_ID, enemyAI.playerHasArtifact ? 1 : 0);
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int moveID = enemyAI.playerHasArtifact ? 1 : 0;
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|
|
SetInt(moveSet_ID, moveID, "MoveSet_ID");
|
|
|
|
|
// Shooting burst
|
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|
|
if (enemyAI.IsShootingBurst)
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|
|
SetInt(attackID, 1);
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else
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|
|
SetInt(attackID, 0);
|
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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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|
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|
|
|
|
protected void SetBool(vAnimatorParameter param, bool value, string name)
|
|
|
|
|
{
|
|
|
|
|
if (param.isValid)
|
|
|
|
|
// Dodge logic
|
|
|
|
|
if (enemyAI.IsDodging)
|
|
|
|
|
{
|
|
|
|
|
bool current = animator.GetBool(param);
|
|
|
|
|
if (current != value)
|
|
|
|
|
{
|
|
|
|
|
animator.SetBool(param, value);
|
|
|
|
|
if (debugMode) Debug.Log($"<color=cyan>[AnimDebug]</color> {gameObject.name}: <b>{name}</b> -> {value}");
|
|
|
|
|
}
|
|
|
|
|
// In Invector, dodges are often handled via triggers or specific IDs
|
|
|
|
|
SetAnimatorTrigger(triggerReaction);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Death state
|
|
|
|
|
if (healthController) SetBool(isDead, healthController.isDead);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
protected void SetFloat(vAnimatorParameter param, float value, string name)
|
|
|
|
|
protected virtual void OnReceiveDamage(vDamage damage)
|
|
|
|
|
{
|
|
|
|
|
if (animator == null || !animator.enabled) return;
|
|
|
|
|
|
|
|
|
|
// Sync damage parameters for hit reactions
|
|
|
|
|
if (hitDirection.isValid && damage.sender)
|
|
|
|
|
{
|
|
|
|
|
float angle = transform.HitAngle(damage.sender.position);
|
|
|
|
|
animator.SetInteger(hitDirection, (int)angle);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (reactionID.isValid) animator.SetInteger(reactionID, damage.reaction_id);
|
|
|
|
|
|
|
|
|
|
SetAnimatorTrigger(triggerReaction);
|
|
|
|
|
SetAnimatorTrigger(resetState);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#region Helpers
|
|
|
|
|
protected void SetBool(vAnimatorParameter param, bool value)
|
|
|
|
|
{
|
|
|
|
|
if (param.isValid && animator.GetBool(param) != value)
|
|
|
|
|
animator.SetBool(param, value);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
protected void SetFloat(vAnimatorParameter param, float value)
|
|
|
|
|
{
|
|
|
|
|
if (param.isValid)
|
|
|
|
|
{
|
|
|
|
|
animator.SetFloat(param, value, dampTime, Time.deltaTime);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
protected void SetInt(vAnimatorParameter param, int value, string name)
|
|
|
|
|
protected void SetInt(vAnimatorParameter param, int value)
|
|
|
|
|
{
|
|
|
|
|
if (param.isValid)
|
|
|
|
|
{
|
|
|
|
|
int current = animator.GetInteger(param);
|
|
|
|
|
if (current != value)
|
|
|
|
|
{
|
|
|
|
|
animator.SetInteger(param, value);
|
|
|
|
|
if (debugMode) Debug.Log($"<color=orange>[AnimDebug]</color> {gameObject.name}: <b>{name}</b> -> {value}");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (param.isValid && animator.GetInteger(param) != value)
|
|
|
|
|
animator.SetInteger(param, value);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
|
|
|
|
|
|
#region Helper Methods (Triggers)
|
|
|
|
|
|
|
|
|
|
public virtual void SetAnimatorTrigger(vAnimatorParameter trigger, string name = "Trigger")
|
|
|
|
|
public void SetAnimatorTrigger(vAnimatorParameter trigger)
|
|
|
|
|
{
|
|
|
|
|
if (trigger.isValid)
|
|
|
|
|
{
|
|
|
|
|
if (debugMode) Debug.Log($"<color=yellow>[AnimDebug]</color> {gameObject.name}: Kích hoạt <b>{name}</b>");
|
|
|
|
|
StartCoroutine(SetTriggerRoutine(trigger));
|
|
|
|
|
}
|
|
|
|
|
if (trigger.isValid) StartCoroutine(SetTriggerRoutine(trigger));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private IEnumerator SetTriggerRoutine(int targetHash)
|
|
|
|
|
@@ -310,6 +202,5 @@ public class AnimatorAI : MonoBehaviour
|
|
|
|
|
yield return new WaitForSeconds(0.1f);
|
|
|
|
|
animator.ResetTrigger(targetHash);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
|
}
|
|
|
|
|
|