AkiraPixelWind/Assets/Scripts/Main/Role/RoleBase.cs

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C#
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using Axibug;
using Axibug.Runtime;
using System;
using System.Collections.Generic;
using UnityEngine;
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using UnityEngine.XR;
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namespace Game
{
public abstract class RoleBase : MonoBehaviour
{
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public E_NODE_TYPE RoleType => mBaseData.RoleType;
public int RoleID => mBaseData.innate.roleid;
public S_ROLE_DATA_BASE BaseData => mBaseData;
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public ICharMachineBase Anime => mAnime;
public Animator AttackBoxAnime;
public AttackBox AttackBoxCollider;
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public Vector2 InputV2;
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public E_ONCEATTACK_STEP AttackStep = E_ONCEATTACK_STEP.None;
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public Transform ModelTransfrom { get { return mModelTransfrom; } }
public Transform BridgeTransfrom { get { return mBridgeTransfrom; } }
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/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
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protected ICharMachineBase mAnime;
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protected S_ROLE_DATA_BASE mBaseData;
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protected Transform mBridgeTransfrom;
protected Transform mModelTransfrom;
protected Rigidbody mRigidbody;
protected Collider mselfCollider;
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protected virtual void Awake()
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{
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mBridgeTransfrom = transform.Find("Bridge");
mModelTransfrom = mBridgeTransfrom.Find("Model");
mselfCollider = transform.GetComponent<Collider>();
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mRigidbody = transform.GetComponent<Rigidbody>();
}
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protected virtual void OnEnable()
{
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IsMove = false;
IsLeft = false;
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AttackStep = E_ONCEATTACK_STEP.None;
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MeshChangeDir(mIsLeft);
}
protected virtual void OnDisable()
{
}
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/// <summary>
/// <20><>ʼ<EFBFBD><CABC>
/// </summary>
/// <param name="data"></param>
public virtual void Init(S_ROLE_DATA_BASE data)
{
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mBaseData = data;
if (RoleType == E_NODE_TYPE.N_MAINPLAYER)
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{
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mAnime = new CharacterMachine();
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mAnime.InitMachine(mModelTransfrom, data);
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}
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else if (RoleType == E_NODE_TYPE.N_MONSTER)
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{
mAnime = new CharacterMachine();
mAnime.InitMachine(mModelTransfrom, data);
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}
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else if (RoleType == E_NODE_TYPE.N_NPC)
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{
}
}
public virtual void SetAttackBoxAnime(Animator attackBoxAnime)
{
AttackBoxAnime = attackBoxAnime;
AttackBoxCollider = attackBoxAnime.transform.Find("Node1/Box1").GetComponent<AttackBox>();
AttackBoxCollider.InitNode(this);
}
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protected virtual void Update()
{
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Update_Move();
}
protected virtual void FixedUpdate()
{
FixedUpdate_Move();
}
public abstract void MeshChangeMoveState(bool ToMoveState);
public void MeshChangeDir(bool ToLeftDir)
{
mBridgeTransfrom.localEulerAngles = ToLeftDir ? ConstClass.Angle_LeftDir : ConstClass.Angle_RightDir;
}
public abstract void Release();
#region <EFBFBD>ƶ<EFBFBD>
private bool mIsMove = false;
public float MoveTime = 0;
public bool IsMove
{
get { return mIsMove; }
set{ if (mIsMove != value)
{
mIsMove = value;
if (value)//<2F>տ<EFBFBD>ʼ<EFBFBD>ƶ<EFBFBD>
{
MoveTime = 0;
MeshChangeMoveState(true);
}
else//<2F><>ֹͣ<CDA3>ƶ<EFBFBD>
{
MoveTime = 0;
Move_currentVector = Vector3.zero;//<2F><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD>
MeshChangeMoveState(false);
}
}
}
}
/// <summary>
/// <20><><EFBFBD><EFBFBD>
/// </summary>
private bool mIsLeft = false;
public bool IsLeft
{
get { return mIsLeft; }
set{ if (mIsLeft != value)
{
mIsLeft = value;
MoveTime = 0;//<2F><><EFBFBD><EFBFBD><EFBFBD>仯ʱ<E4BBAF><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD>ʱ<EFBFBD><CAB1>
if (value)//<2F><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>
MeshChangeDir(true);
else//<2F><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>
MeshChangeDir(false);
}
}
}
void Update_Move()
{
bool isDoMove = false;
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if (AttackStep != E_ONCEATTACK_STEP.None)
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{
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//<2F><><EFBFBD><EFBFBD><EFBFBD>ڹ<EFBFBD><DAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ͳ<EFBFBD><CDB2>ƶ<EFBFBD>
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}
else
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{
if (InputV2 != Vector2.zero)
{
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isDoMove = true;
Move_currentVector = new Vector3(InputV2.x, 0, InputV2.y);
}
//AxibugLog.Debug("Move_currentVector =>" + Move_currentVector);
//<2F><><EFBFBD><EFBFBD>
if (InputV2.x < 0)
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IsLeft = true;
else if (InputV2.x > 0)
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IsLeft = false;
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}
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IsMove = isDoMove;
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}
/// <summary>
/// <20>ٶ<EFBFBD>
/// </summary>
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protected float Move_BaseSpeed = 3.5f;
protected float Move_SpeedMultiplier = 1f;
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private Vector3 Move_currentVector;
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/// <summary>
/// <20>ƶ<EFBFBD>λ<EFBFBD><CEBB>
/// </summary>
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void FixedUpdate_Move()
{
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if (IsMove) MoveTime += Time.deltaTime;
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Vector3 _playerPos = mRigidbody.position;
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_playerPos += Move_currentVector * Move_BaseSpeed * Move_SpeedMultiplier * Time.deltaTime;
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mRigidbody.MovePosition(_playerPos);
//AxibugLog.Debug("FixedUpdate_Move =>" + _playerPos);
}
#endregion
#region <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӷ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
public void DoAtkBox(string AtkBoxAnimeName)
{
AttackBoxAnime.Play(AtkBoxAnimeName);
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}
#endregion
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}
}