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Improvement: Split Warrior to PlayerController and PlayerMovementBehaviour.

/V2
andytouch 4 年前
当前提交
08cc1120
共有 17 个文件被更改,包括 862 次插入1795 次删除
  1. 879
      InputSystem_Warriors_Project/Assets/Prefabs/Warrior/Player_Warrior.prefab
  2. 720
      InputSystem_Warriors_Project/Assets/Scenes/Scene_Example_Warriors.unity
  3. 178
      InputSystem_Warriors_Project/Assets/Scripts/Behaviours/Player/PlayerController.cs
  4. 8
      InputSystem_Warriors_Project/Assets/Scripts/Behaviours/UI/UIPanelRebindBehaviour.cs
  5. 2
      InputSystem_Warriors_Project/Assets/Scripts/Behaviours/UI/UIRebindActionBehaviour.cs
  6. 6
      InputSystem_Warriors_Project/Assets/Warrior/Animations/AnimationController_Warrior.controller
  7. 10
      InputSystem_Warriors_Project/Assets/Warrior/Model/Warrior_bindpose.fbx.meta
  8. 19
      InputSystem_Warriors_Project/Assets/Scripts/Behaviours/Player/PlayerData.cs
  9. 11
      InputSystem_Warriors_Project/Assets/Scripts/Behaviours/Player/PlayerData.cs.meta
  10. 78
      InputSystem_Warriors_Project/Assets/Scripts/Behaviours/Player/PlayerMovementBehaviour.cs
  11. 11
      InputSystem_Warriors_Project/Assets/Scripts/Behaviours/Player/PlayerMovementBehaviour.cs.meta
  12. 463
      InputSystem_Warriors_Project/Assets/Prefabs/Warrior/Warrior.prefab
  13. 7
      InputSystem_Warriors_Project/Assets/Prefabs/Warrior/Warrior.prefab.meta
  14. 170
      InputSystem_Warriors_Project/Assets/Prefabs/Warrior/Warrior_Base.prefab
  15. 7
      InputSystem_Warriors_Project/Assets/Prefabs/Warrior/Warrior_Base.prefab.meta
  16. 81
      InputSystem_Warriors_Project/Assets/Prefabs/Warrior/Warrior_Sword.prefab
  17. 7
      InputSystem_Warriors_Project/Assets/Prefabs/Warrior/Warrior_Sword.prefab.meta

879
InputSystem_Warriors_Project/Assets/Prefabs/Warrior/Player_Warrior.prefab


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178
InputSystem_Warriors_Project/Assets/Scripts/Behaviours/Player/PlayerController.cs


private int playerID;
[Header("Sub Behaviours")]
public PlayerMovementBehaviour playerMovementBehaviour;
[Header("Physics")]
public Rigidbody playerRigidbody;
[Header("Input")]
public bool useOldInputManager = false;
[Header("Input Settings")]
public float movementSmoothingSpeed = 1f;
private Vector3 rawInputMovement;
private Vector3 smoothInputMovement;
//Action Maps
private Vector3 inputDirection;
private Vector2 movementInput;
private bool currentInput = false;
//Camera
private Camera mainCamera;
[Header("Movement Settings")]
public float movementSpeed = 3;
public float smoothingSpeed = 1;
private Vector3 currentDirection;
private Vector3 rawDirection;
private Vector3 smoothDirection;
private Vector3 movement;
//This is called from the GameManager; after the player has been spawned
//This is called from the GameManager; when the game is being setup.
playerMovementBehaviour.SetupBehaviour();
FindGameplayCamera();
void FindGameplayCamera()
{
mainCamera = CameraManager.Instance.GetGameplayCamera();
}
//INPUT SYSTEM ACTION METHODS --------------
void Update()
//This is called from PlayerInput; when a joystick or arrow keys has been pushed.
//It stores the input Vector as a Vector3 to then be used by the smoothing function.
private void OnMovement(InputValue value)
CalculateMovementInput();
CalculateAttackInput();
Vector2 inputMovement = value.Get<Vector2>();
rawInputMovement = new Vector3(inputMovement.x, 0, inputMovement.y);
void FixedUpdate()
//This is called from PlayerInput, when a button has been pushed, that corresponds with the 'Attack' action
private void OnAttack(InputValue value)
CalculateDesiredDirection();
ConvertDirectionFromRawToSmooth();
MoveThePlayer();
AnimatePlayerMovement();
TurnThePlayer();
playerAnimationBehaviour.PlayAttackAnimation();
void CalculateMovementInput()
//This is called from Player Input, when a button has been pushed, that correspons with the 'TogglePause' action
private void OnTogglePause(InputValue value)
if(useOldInputManager)
{
var v = Input.GetAxisRaw("Vertical");
var h = Input.GetAxisRaw("Horizontal");
inputDirection = new Vector3(h, 0, v);
}
if(inputDirection == Vector3.zero)
{
currentInput = false;
}
else if(inputDirection != Vector3.zero)
{
currentInput = true;
}
GameManager.Instance.TogglePauseState(this);
void CalculateAttackInput()
{
if(useOldInputManager)
{
if(Input.GetKeyDown(KeyCode.Space))
{
playerAnimationBehaviour.PlayAttackAnimation();
}
}
}
void CalculateDesiredDirection()
{
//Camera Direction
var cameraForward = mainCamera.transform.forward;
var cameraRight = mainCamera.transform.right;
cameraForward.y = 0f;
cameraRight.y = 0f;
rawDirection = cameraForward * inputDirection.z + cameraRight * inputDirection.x;
}
void ConvertDirectionFromRawToSmooth()
{
if(currentInput == true)
{
smoothDirection = Vector3.Lerp(smoothDirection, rawDirection, Time.deltaTime * smoothingSpeed);
} else if(currentInput == false)
{
smoothDirection = Vector3.zero;
}
}
//INPUT SYSTEM AUTOMATIC CALLBACKS --------------
void MoveThePlayer()
//This is automatically called from PlayerInput, when the input device has changed
//(IE: Keyboard -> Xbox Controller)
public void OnControlsChanged()
if(currentInput == true)
{
movement.Set(smoothDirection.x, 0f, smoothDirection.z);
movement = movement.normalized * movementSpeed * Time.deltaTime;
playerRigidbody.MovePosition(transform.position + movement);
}
playerVisualsBehaviour.UpdatePlayerVisuals();
void TurnThePlayer()
//This is automatically called from PlayerInput, when the input device has been disconnected and can not be identified
//IE: Device unplugged or has run out of batteries
public void OnDeviceLost()
if(currentInput == true)
{
Quaternion newRotation = Quaternion.LookRotation(-smoothDirection);
playerRigidbody.MoveRotation(newRotation);
}
playerVisualsBehaviour.SetDisconnectedDeviceVisuals();
void AnimatePlayerMovement()
//This is automatically called from PlayerInput, then the input device reconnected
public void OnDeviceRegained()
playerAnimationBehaviour.UpdateMovementAnimation(inputDirection.sqrMagnitude);
StartCoroutine(WaitForDeviceToBeRegained());
//Action Callbacks from the new Input System ----
private void OnMovement(InputValue value)
IEnumerator WaitForDeviceToBeRegained()
Vector2 inputMovement = value.Get<Vector2>();
inputDirection = new Vector3(inputMovement.x, 0, inputMovement.y);
}
private void OnAttack(InputValue value)
{
playerAnimationBehaviour.PlayAttackAnimation();
yield return new WaitForSeconds(0.1f);
playerVisualsBehaviour.UpdatePlayerVisuals();
}

private void OnTogglePause(InputValue value)
//Update Loop - Used for calculating frame-based data
void Update()
GameManager.Instance.TogglePauseState(this);
CalculateMovementInputSmoothing();
UpdatePlayerMovement();
UpdatePlayerAnimationMovement();
public void OnControlsChanged()
//Input's Axes values are raw
void CalculateMovementInputSmoothing()
playerVisualsBehaviour.UpdatePlayerVisuals();
}
smoothInputMovement = Vector3.Lerp(smoothInputMovement, rawInputMovement, Time.deltaTime * movementSmoothingSpeed);
public void OnDeviceLost()
{
playerVisualsBehaviour.SetDisconnectedDeviceVisuals();
public void OnDeviceRegained()
void UpdatePlayerMovement()
StartCoroutine(WaitForDeviceToBeRegained());
playerMovementBehaviour.UpdateMovementData(smoothInputMovement);
IEnumerator WaitForDeviceToBeRegained()
void UpdatePlayerAnimationMovement()
yield return new WaitForSeconds(0.1f);
playerVisualsBehaviour.UpdatePlayerVisuals();
playerAnimationBehaviour.UpdateMovementAnimation(rawInputMovement.sqrMagnitude);
}

}
public void EnableGameplayControls()
{
playerInput.SwitchCurrentActionMap(actionMapGameplay);

playerInput.SwitchCurrentActionMap(actionMapMenu);
}
//Get Data ----
//Get Data ----
public int GetPlayerID()
{
return playerID;

8
InputSystem_Warriors_Project/Assets/Scripts/Behaviours/UI/UIPanelRebindBehaviour.cs


uiRebindActionBehaviours[i].UpdateBehaviour();
}
}
public void ResetAllBindings()
{
for(int i = 0; i < uiRebindActionBehaviours.Length; i++)
{
uiRebindActionBehaviours[i].ResetBinding();
}
}
}

2
InputSystem_Warriors_Project/Assets/Scripts/Behaviours/UI/UIRebindActionBehaviour.cs


ResetBinding();
}
void ResetBinding()
public void ResetBinding()
{
InputActionRebindingExtensions.RemoveAllBindingOverrides(focusedInputAction);
UpdateBindingDisplayUI();

6
InputSystem_Warriors_Project/Assets/Warrior/Animations/AnimationController_Warrior.controller


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InputSystem_Warriors_Project/Assets/Scripts/Behaviours/Player/PlayerData.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "Player Data", menuName = "Scriptable Objects/Player Data", order = 1)]
public class PlayerData : ScriptableObject
{
[Header("Movement Settings")]
public float movementSpeed = 3;
//Movement Direction (From PlayerController)
[HideInInspector] public Vector3 movementDirection;
[HideInInspector] public bool movementInputHappening;
public void UpdatePlayerMovementData(Vector3 newMovementDirection)
{
movementDirection = newMovementDirection;
}
}

11
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78
InputSystem_Warriors_Project/Assets/Scripts/Behaviours/Player/PlayerMovementBehaviour.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovementBehaviour : MonoBehaviour
{
[Header("Component References")]
public Rigidbody playerRigidbody;
[Header("Movement Settings")]
public float movementSpeed = 3f;
public float rotationSpeed = 0.1f;
//Stored Values
private Camera mainCamera;
private Vector3 movementDirection;
public void SetupBehaviour()
{
SetGameplayCamera();
}
void SetGameplayCamera()
{
mainCamera = CameraManager.Instance.GetGameplayCamera();
}
public void UpdateMovementData(Vector3 newMovementDirection)
{
movementDirection = newMovementDirection;
}
void FixedUpdate()
{
MoveThePlayer();
TurnThePlayer();
}
void MoveThePlayer()
{
Vector3 movement = CameraDirection(movementDirection) * movementSpeed * Time.deltaTime;
playerRigidbody.MovePosition(transform.position + movement);
}
void TurnThePlayer()
{
if(movementDirection.sqrMagnitude > 0.01f)
{
transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation (CameraDirection(-movementDirection)), rotationSpeed);
}
//transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation (CameraDirection(-movementDirection)), rotationSpeed);
/*
if (movementDirection.sqrMagnitude > 0.01f) {
Quaternion targetRotation = Quaternion.LookRotation( CameraDirection(-movementDirection) );
playerRigidbody.MoveRotation(targetRotation);
}
*/
}
Vector3 CameraDirection(Vector3 movementDirection)
{
var cameraForward = mainCamera.transform.forward;
var cameraRight = mainCamera.transform.right;
cameraForward.y = 0f;
cameraRight.y = 0f;
return cameraForward * movementDirection.z + cameraRight * movementDirection.x;
}
}

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