//处理质量 private void HandleMass(List <BaseCom> comList) { PlayerPhysicsCom physicsCom = GetCom <PlayerPhysicsCom>(comList[0]); PlayerSpeedCom speedCom = GetCom <PlayerSpeedCom>(comList[1]); PlayerCom playerCom = GetCom <PlayerCom>(comList[2]); //冲刺时无重力 if (speedCom.IsDash) { physicsCom.Mass = 0; return; } //没有体力了(直接默认质量) if (playerCom.Energy <= 0) { physicsCom.Mass = physicsCom.DefaultMass; return; } //墙上质量降低(摩擦) if (physicsCom.CollideDir == ColliderDir.Left || physicsCom.CollideDir == ColliderDir.Right) { physicsCom.Mass = physicsCom.DefaultMass * 0.6f; } physicsCom.Mass = physicsCom.DefaultMass; }
//处理移动 private void HandleMove(List <BaseCom> comList) { PlayerPhysicsCom physicsCom = GetCom <PlayerPhysicsCom>(comList[0]); PlayerSpeedCom speedCom = GetCom <PlayerSpeedCom>(comList[1]); PlayerCom playerCom = GetCom <PlayerCom>(comList[2]); if (speedCom.DoDash) { Dash(physicsCom, speedCom, playerCom); speedCom.DoDash = false; return; } if (speedCom.IsDash) { return; } //速度赋值 physicsCom.Velocity.x = speedCom.Speed; Movement(physicsCom); if (speedCom.UpSpeed != 0) { physicsCom.Velocity.y = speedCom.UpSpeed; Jump(physicsCom); } }
//处理重力速度 private void HandleGravityVelocity(List <BaseCom> comList) { PlayerPhysicsCom phyCom = GetCom <PlayerPhysicsCom>(comList[0]); PlayerSpeedCom speedCom = GetCom <PlayerSpeedCom>(comList[1]); //phyCom.Rig2D.gravityScale = phyCom.Mass; // if (phyCom.CollideDir==ColliderDir.Down&&speedCom.UpSpeed==0) // { // phyCom.Rig2D.velocity=new Vector2(phyCom.Rig2D.velocity.x,0); // return; // } //降落 if (phyCom.Rig2D.velocity.y < 0) { phyCom.Rig2D.velocity += Definition.Gravity * speedCom.FallMultiplier * phyCom.Mass * Time.deltaTime; } //跳跃 else if (phyCom.Rig2D.velocity.y > 0) { if (speedCom.UpSpeed == 0) { phyCom.Rig2D.velocity += Definition.Gravity * speedCom.LowJumpMultiplier * phyCom.Mass * Time.deltaTime; } } }
private bool CheckCanJump(PlayerSpeedCom speedCom) { if (speedCom.CurrJumpIndex < speedCom.MaxJumpIndex) { return(true); } else { return(false); } }
//处理冲刺输入值 private void HandleDashInput(ref bool doDash, PlayerPhysicsCom physicsCom, PlayerSpeedCom speedCom) { if (speedCom.IsDash) { doDash = false; return; } if (speedCom.DoDash) { doDash = false; return; } }
protected override void OnEnter(NodeData wData) { EntityWorkData workData = wData as EntityWorkData; //参数 bool doDash = workData.GetReqParam(EntityReqId.PlayerMove).GetBool(); Vector2 inputMove = workData.GetReqParam(LCECS.EntityReqId.PlayerMove).GetVect2(); //组件 PlayerCom playerCom = workData.MEntity.GetCom <PlayerCom>(); PlayerSpeedCom speedCom = workData.MEntity.GetCom <PlayerSpeedCom>(); PlayerPhysicsCom physicsCom = workData.MEntity.GetCom <PlayerPhysicsCom>(); #region 点击加速 //初始速度 //speedCom.Speed = speedCom.MinSpeed; #endregion HandleDashInput(ref doDash, physicsCom, speedCom); HandleWallInputMove(ref inputMove, physicsCom, speedCom, playerCom); HandleNormalInputMove(ref inputMove, physicsCom, speedCom); if (doDash) { ECSLocate.ECSLog.LogR("请求冲刺》》》", speedCom.DoDash, speedCom.IsDash); } speedCom.DoDash = doDash; speedCom.UpSpeed = speedCom.MaxUpSpeed * inputMove.y; speedCom.Speed = speedCom.MaxSpeed * inputMove.x; #region 点击加速 // if (inputMove.x>0) // { // speedCom.Speed += speedCom.AddSpeed * inputMove.x; // speedCom.Speed = speedCom.Speed > speedCom.MaxSpeed ? speedCom.MaxSpeed : speedCom.Speed; // } #endregion //水平速度限制 speedCom.Speed = speedCom.Speed > speedCom.MaxSpeed ? speedCom.MaxSpeed : speedCom.Speed; //请求冲刺 if (speedCom.DoDash) { ECSLocate.ECS.SetGlobalSingleComData((EffectCom com) => { com.CurrShowEffectId = 1001; com.EntityId = workData.Id; }); } }
private void SetInputJumpValue(PlayerSpeedCom speedCom, ref Vector2 inputMove, float value) { if (value == 0) { inputMove.y = 0; return; } if (CheckCanJump(speedCom)) { inputMove.y = value; speedCom.CurrJumpIndex++; } else { inputMove.y = 0; } }
protected override void HandleComs(List <BaseCom> comList) { PlayerAnimCom animCom = GetCom <PlayerAnimCom>(comList[0]); PlayerSpeedCom speedCom = GetCom <PlayerSpeedCom>(comList[1]); PlayerCom playerCom = GetCom <PlayerCom>(comList[2]); PlayerPhysicsCom physicsCom = GetCom <PlayerPhysicsCom>(comList[3]); animCom.Animtor.SetFloat("Speed", physicsCom.Velocity.x); animCom.Animtor.SetFloat("UpSpeed", physicsCom.Velocity.y); animCom.Animtor.SetBool("IsGround", physicsCom.CollideDir == ColliderDir.Down); if (speedCom.Speed > 0) { playerCom.SpriteRender.flipX = false; } else if (speedCom.Speed < 0) { playerCom.SpriteRender.flipX = true; } animCom.WaveAnimTor.SetFloat("UpSpeed", physicsCom.Velocity.y); animCom.WaveAnimTor.SetBool("IsGround", physicsCom.CollideDir == ColliderDir.Down); animCom.WaveAnimTor.SetBool("IsRight", playerCom.SpriteRender.flipX == false); }
//执行冲刺 private void Dash(PlayerPhysicsCom phyCom, PlayerSpeedCom speedCom, PlayerCom playerCom) { speedCom.IsDash = true; //速度归零 phyCom.Rig2D.velocity = Vector2.zero; //计算冲刺速度 Vector2 dir = Vector2.zero; dir.x = playerCom.SpriteRender.flipX ? -1:1; dir.y = speedCom.UpSpeed == 0?0:1; phyCom.Rig2D.velocity += dir * speedCom.MaxDashSpeed; //拖拽还原状态 DOVirtual.Float(8, 0, speedCom.DashDragTime, (x) => { phyCom.Rig2D.drag = x; if (x == 0) { speedCom.IsDash = false; phyCom.Mass = phyCom.DefaultMass; } }); }
//处理墙上移动输入值 private void HandleWallInputMove(ref Vector2 inputMove, PlayerPhysicsCom physicsCom, PlayerSpeedCom speedCom, PlayerCom playerCom) { if (physicsCom.CollideDir != ColliderDir.Left && physicsCom.CollideDir != ColliderDir.Right) { return; } if (playerCom.Energy <= 0) { ECSLocate.ECSLog.LogR("体力用完了"); return; } //上墙 if (inputMove.y == 0) { if (physicsCom.CollideDir == ColliderDir.Left) { if (inputMove.x >= 0) { //TODO //玩家动画方向 inputMove.x = 0; } else { inputMove.y = -inputMove.x; inputMove.x = 0; } } else if (physicsCom.CollideDir == ColliderDir.Right) { if (inputMove.x <= 0) { //TODO //玩家动画方向 inputMove.x = 0; } else { inputMove.y = inputMove.x; inputMove.x = 0; } } } //横跳 if (inputMove.y != 0) { if (physicsCom.CollideDir == ColliderDir.Left) { //右横跳 if (inputMove.x > 0) { inputMove.x = 1; inputMove.y = 1; } } else if (physicsCom.CollideDir == ColliderDir.Right) { //左横跳 if (inputMove.x < 0) { inputMove.x = -1; inputMove.y = 1; } } } }
//处理普通移动输入值 private void HandleNormalInputMove(ref Vector2 inputMove, PlayerPhysicsCom physicsCom, PlayerSpeedCom speedCom) { //if (physicsCom.CollideDir != ColliderDir.None && physicsCom.CollideDir != ColliderDir.Down && // physicsCom.CollideDir != ColliderDir.Up) // return; //浮空时受力 //if (physicsCom.CollideDir == ColliderDir.None) //{ // inputMove.x *= 0.5f; //} //重置跳跃索引 if (physicsCom.CollideDir == ColliderDir.Down) { speedCom.CurrJumpIndex = 0; } //垂直输入处理(左右方向爬墙) if (physicsCom.CollideDir != ColliderDir.Right && physicsCom.CollideDir != ColliderDir.Left) { SetInputJumpValue(speedCom, ref inputMove, inputMove.y); } //水平输入处理 //地面左右有阻挡 if (physicsCom.SubCollideDir == ColliderDir.Left && inputMove.x < 0) { inputMove.x = 0; } if (physicsCom.SubCollideDir == ColliderDir.Right && inputMove.x > 0) { inputMove.x = 0; } }