233 lines
6.7 KiB
C#
233 lines
6.7 KiB
C#
using System.Runtime.CompilerServices;
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using RoR2;
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using UnityEngine;
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namespace EntityStates;
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public class BaseCharacterMain : BaseState
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{
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private RootMotionAccumulator rootMotionAccumulator;
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private Vector3 previousPosition;
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protected CharacterAnimParamAvailability characterAnimParamAvailability;
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private CharacterAnimatorWalkParamCalculator animatorWalkParamCalculator;
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protected BodyAnimatorSmoothingParameters.SmoothingParameters smoothingParameters;
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protected bool useRootMotion;
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private bool wasGrounded;
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private float lastYSpeed;
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protected bool hasCharacterMotor;
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protected bool hasCharacterDirection;
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protected bool hasCharacterBody;
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protected bool hasRailMotor;
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protected bool hasCameraTargetParams;
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protected bool hasSkillLocator;
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protected bool hasModelAnimator;
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protected bool hasInputBank;
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protected bool hasRootMotionAccumulator;
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protected Animator modelAnimator { get; private set; }
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protected Vector3 estimatedVelocity { get; private set; }
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public override void OnEnter()
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{
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base.OnEnter();
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modelAnimator = GetModelAnimator();
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rootMotionAccumulator = GetModelRootMotionAccumulator();
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if ((bool)rootMotionAccumulator)
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{
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rootMotionAccumulator.ExtractRootMotion();
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}
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GetBodyAnimatorSmoothingParameters(out smoothingParameters);
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previousPosition = base.transform.position;
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hasCharacterMotor = base.characterMotor;
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hasCharacterDirection = base.characterDirection;
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hasCharacterBody = base.characterBody;
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hasRailMotor = base.railMotor;
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hasCameraTargetParams = base.cameraTargetParams;
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hasSkillLocator = base.skillLocator;
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hasModelAnimator = modelAnimator;
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hasInputBank = base.inputBank;
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hasRootMotionAccumulator = rootMotionAccumulator;
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if ((bool)modelAnimator)
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{
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characterAnimParamAvailability = CharacterAnimParamAvailability.FromAnimator(modelAnimator);
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int layerIndex = modelAnimator.GetLayerIndex("Body");
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if (characterAnimParamAvailability.isGrounded)
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{
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wasGrounded = base.isGrounded;
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modelAnimator.SetBool(AnimationParameters.isGrounded, wasGrounded);
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}
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if (base.isGrounded || !hasCharacterMotor)
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{
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modelAnimator.CrossFadeInFixedTime("Idle", 0.1f, layerIndex);
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}
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else
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{
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modelAnimator.CrossFadeInFixedTime("AscendDescend", 0.1f, layerIndex);
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}
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modelAnimator.Update(0f);
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}
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}
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public override void OnExit()
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{
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if ((bool)rootMotionAccumulator)
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{
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rootMotionAccumulator.ExtractRootMotion();
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}
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if ((bool)modelAnimator)
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{
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if (characterAnimParamAvailability.isMoving)
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{
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modelAnimator.SetBool(AnimationParameters.isMoving, value: false);
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}
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if (characterAnimParamAvailability.turnAngle)
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{
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modelAnimator.SetFloat(AnimationParameters.turnAngle, 0f);
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}
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}
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base.OnExit();
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}
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public override void Update()
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{
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base.Update();
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if (!(Time.deltaTime <= 0f))
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{
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UpdateEstimatedVelocity();
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useRootMotion = ((bool)base.characterBody && base.characterBody.rootMotionInMainState && base.isGrounded) || (bool)base.railMotor;
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UpdateAnimationParameters();
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void UpdateEstimatedVelocity()
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{
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Vector3 vector;
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if (hasCharacterMotor)
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{
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vector = base.characterMotor.velocity;
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}
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else if (base.rigidbodyMotor != null && base.rigidbody != null)
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{
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vector = base.rigidbody.velocity;
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}
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else
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{
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Vector3 position = base.transform.position;
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vector = (position - previousPosition) / Time.deltaTime;
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previousPosition = position;
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}
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estimatedVelocity = (estimatedVelocity + vector + vector) * (1f / 3f);
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}
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public override void FixedUpdate()
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{
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base.FixedUpdate();
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if (hasCharacterMotor)
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{
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float num = estimatedVelocity.y - lastYSpeed;
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if (base.isGrounded && !wasGrounded && hasModelAnimator)
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{
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int layerIndex = modelAnimator.GetLayerIndex("Impact");
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if (layerIndex >= 0)
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{
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modelAnimator.SetLayerWeight(layerIndex, Mathf.Clamp01(Mathf.Max(0.3f, num / 5f, modelAnimator.GetLayerWeight(layerIndex))));
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modelAnimator.PlayInFixedTime("LightImpact", layerIndex, 0f);
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}
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}
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wasGrounded = base.isGrounded;
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lastYSpeed = estimatedVelocity.y;
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}
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if (!hasRootMotionAccumulator)
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{
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return;
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}
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Vector3 vector = rootMotionAccumulator.ExtractRootMotion();
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if (useRootMotion && vector != Vector3.zero && base.isAuthority)
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{
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if ((bool)base.characterMotor)
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{
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base.characterMotor.rootMotion += vector;
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}
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if ((bool)base.railMotor)
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{
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base.railMotor.rootMotion += vector;
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}
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}
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}
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protected virtual void UpdateAnimationParameters()
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{
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if (hasRailMotor || !hasModelAnimator)
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{
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return;
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}
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float deltaTime = GetDeltaTime();
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Vector3 vector = (base.inputBank ? base.inputBank.moveVector : Vector3.zero);
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bool value = vector != Vector3.zero && base.characterBody.moveSpeed > Mathf.Epsilon;
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animatorWalkParamCalculator.Update(vector, base.characterDirection ? base.characterDirection.animatorForward : base.transform.forward, in smoothingParameters, deltaTime);
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if (useRootMotion)
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{
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if (characterAnimParamAvailability.mainRootPlaybackRate)
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{
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float num = 1f;
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if ((bool)base.modelLocator && (bool)base.modelLocator.modelTransform)
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{
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num = base.modelLocator.modelTransform.localScale.x;
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}
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float value2 = base.characterBody.moveSpeed / (base.characterBody.mainRootSpeed * num);
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modelAnimator.SetFloat(AnimationParameters.mainRootPlaybackRate, value2);
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}
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}
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else if (characterAnimParamAvailability.walkSpeed)
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{
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modelAnimator.SetFloat(AnimationParameters.walkSpeed, base.characterBody.moveSpeed);
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}
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if (characterAnimParamAvailability.isGrounded)
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{
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modelAnimator.SetBool(AnimationParameters.isGrounded, base.isGrounded);
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}
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if (characterAnimParamAvailability.isMoving)
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{
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modelAnimator.SetBool(AnimationParameters.isMoving, value);
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}
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if (characterAnimParamAvailability.turnAngle)
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{
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modelAnimator.SetFloat(AnimationParameters.turnAngle, animatorWalkParamCalculator.remainingTurnAngle, smoothingParameters.turnAngleSmoothDamp, deltaTime);
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}
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if (characterAnimParamAvailability.isSprinting)
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{
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modelAnimator.SetBool(AnimationParameters.isSprinting, base.characterBody.isSprinting);
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}
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if (characterAnimParamAvailability.forwardSpeed)
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{
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modelAnimator.SetFloat(AnimationParameters.forwardSpeed, animatorWalkParamCalculator.animatorWalkSpeed.x, smoothingParameters.forwardSpeedSmoothDamp, Time.deltaTime);
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}
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if (characterAnimParamAvailability.rightSpeed)
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{
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modelAnimator.SetFloat(AnimationParameters.rightSpeed, animatorWalkParamCalculator.animatorWalkSpeed.y, smoothingParameters.rightSpeedSmoothDamp, Time.deltaTime);
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}
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if (characterAnimParamAvailability.upSpeed)
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{
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modelAnimator.SetFloat(AnimationParameters.upSpeed, estimatedVelocity.y, 0.1f, Time.deltaTime);
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}
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}
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}
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