Better action system

This commit is contained in:
ThomasCharester committed 2026-10-30 02:58:51 +03:00
1 parent 2bd71f8dc5
commit 71bb4c3b5b
110 files changed
+73523 -86288

No files matched your search

@@ -1,151 +1,147 @@
using System.Linq;
using System.Threading;
using Code.Infrastructure.Input;
using Code.Infrastructure.Utils;
using Code.OfficeGame.BattleMode.Actions.HoloCopy;
using Code.OfficeGame.BattleMode.HitBoxes;
using Cysharp.Threading.Tasks;
using Reflex.Attributes;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Serialization;
namespace Code.OfficeGame.BattleMode.Actions.Attacks
{
public class BattleActionPlayerAttackMMA : BattleAction
{
[SerializeField] private HoloCop holoCop;
[SerializeField] private Animator animator;
private EntityHitBoxes _entityHitBoxes;
private AttackActionConfig _attackData;
public int EntryStateHash => Animator.StringToHash("WalkBlend");
private int _currentFrame;
private IInputService _inputService;
private CancellationTokenSource _waitForEnterTokenSource;
private BattleActionDecisionResultCode _decisionResultCode;
[Inject]
public void Construct(MultipleConfig<BattleActionParameters> attackData, IInputService inputService)
{
_inputService = inputService;
_entityHitBoxes = GetComponent<EntityHitBoxes>();
_attackData = (AttackActionConfig) attackData.Configs.SingleOrDefault(x=>x.ActionType == ActionType);
}
public override async UniTask<BattleActionDecisionResult> DecideAction()
{
_currentFrame = 0;
Finished = false;
_waitForEnterTokenSource = new CancellationTokenSource();
_decisionResultCode = BattleActionDecisionResultCode.CancelDecision;
_inputService.BindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Confirm,
ConfirmAttack);
_inputService.BindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Cancel,
CancelAttack);
holoCop.Simulate(TickHoloCopy, _waitForEnterTokenSource.Token).Forget();
await UniTask.WaitUntilCanceled(_waitForEnterTokenSource.Token).SuppressCancellationThrow();
_inputService.UnbindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Confirm,
ConfirmAttack);
_inputService.UnbindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Cancel,
CancelAttack);
_currentFrame = 0;
return new() { ResultCode = _decisionResultCode, FrameDuration = _attackData.TotalFrames};
}
private void CancelAttack(InputAction.CallbackContext obj)
{
_decisionResultCode = BattleActionDecisionResultCode.CancelDecision;
_waitForEnterTokenSource?.Cancel();
}
private void ConfirmAttack(InputAction.CallbackContext obj)
{
_decisionResultCode = BattleActionDecisionResultCode.Decided;
_waitForEnterTokenSource?.Cancel();
}
public override BattleActionType ActionType => BattleActionType.PlayerAttackMMA;
public override void Tick(float tickDelta)
{
if (Finished) return;
if (_currentFrame == 0)
{
// TODO Root Motion не должен быть использован в нормальных анимациях
animator.applyRootMotion = true;
animator.Play(_attackData.StateHash, 0, 0f);
}
_currentFrame++;
if (_currentFrame >= _attackData.HitboxStartFrame && _currentFrame <= _attackData.HitboxEndFrame)
{
_entityHitBoxes.EnableHitbox(_attackData.AttackingBodyPart);
_entityHitBoxes.CheckHitsForCurrentFrame(OnEnemyHit);
}
else
{
_entityHitBoxes.DisableAllHitboxes();
}
if (_currentFrame >= _attackData.TotalFrames)
{
CompleteOrInterruptAction();
}
}
private void OnEnemyHit(Collider enemyCollider)
{
Debug.Log($"Попадание в {enemyCollider.name} на {_currentFrame}-м кадре! Урон: {_attackData.Damage}");
var entityActor = enemyCollider.GetComponentInParent<EntityTimelineActor>();
entityActor.ForceDecideAction(BattleActionType.Stugger);
}
public void CompleteOrInterruptAction()
{
animator.Play(EntryStateHash, 0, 0f); // Создать None State и кинуть эту штуку туда
animator.Update(0f);
_entityHitBoxes.DisableAllHitboxes();
// TODO С нормальными анимациями не нужен будет рут моушен√
animator.applyRootMotion = false;
animator.transform.localPosition = Vector3.zero;
animator.transform.localRotation = Quaternion.identity;
Finished = true;
}
// HoloCopy
private bool TickHoloCopy(HoloCop holoCop, float tickDelta)
{
if (_currentFrame == 0)
{
holoCop.Animator.applyRootMotion = true;
holoCop.Animator.Play(_attackData.StateHash, 0, 0f);
}
_currentFrame++;
if(_currentFrame >= _attackData.TotalFrames)
{
_currentFrame = 0;
holoCop.Animator.applyRootMotion = false;
return true;
}
return false;
}
}
}
// using System.Linq;
// using System.Threading;
// using Code.Infrastructure.Input;
// using Code.Infrastructure.Utils;
// using Code.OfficeGame.BattleMode.Actions.Deciders;
// using Code.OfficeGame.BattleMode.Actions.HoloCopy;
// using Code.OfficeGame.BattleMode.HitBoxes;
// using Cysharp.Threading.Tasks;
// using Reflex.Attributes;
// using UnityEngine;
// using UnityEngine.InputSystem;
//
// namespace Code.OfficeGame.BattleMode.Actions.Attacks
// {
// public class BattleActionPlayerAttackMMA : BattleAction
// {
// [SerializeField] private HoloCop holoCop;
// [SerializeField] private Animator animator;
// private EntityHitBoxes _entityHitBoxes;
// private AttackActionConfig _attackData;
// public int EntryStateHash => Animator.StringToHash("WalkBlend");
//
// private int _currentFrame;
// private IInputService _inputService;
// private CancellationTokenSource _waitForEnterTokenSource;
// private BattleActionDecisionResultCode _decisionResultCode;
//
// [Inject]
// public void Construct(MultipleConfig<BattleActionParameters> attackData, IInputService inputService)
// {
// _inputService = inputService;
//
// _entityHitBoxes = GetComponent<EntityHitBoxes>();
//
// _attackData = (AttackActionConfig) attackData.Configs.SingleOrDefault(x=>x.ActionType == ActionType);
// }
//
// public override async UniTask<BattleActionDecisionResult> DecideAction()
// {
// _currentFrame = 0;
// Finished = false;
//
// _waitForEnterTokenSource = new CancellationTokenSource();
// _decisionResultCode = BattleActionDecisionResultCode.CancelDecision;
//
// _inputService.BindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Confirm,
// ConfirmAttack);
// _inputService.BindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Cancel,
// CancelAttack);
//
// holoCop.Simulate(TickHoloCopy, _waitForEnterTokenSource.Token).Forget();
//
// await UniTask.WaitUntilCanceled(_waitForEnterTokenSource.Token).SuppressCancellationThrow();
//
// _inputService.UnbindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Confirm,
// ConfirmAttack);
// _inputService.UnbindActionPerformed((int)ActionMappings.BattleMode, (int)BattleModeActions.Cancel,
// CancelAttack);
//
// _currentFrame = 0;
//
// return new() { ResultCode = _decisionResultCode, FrameDuration = _attackData.TotalFrames};
// }
//
// private void CancelAttack(InputAction.CallbackContext obj)
// {
// _decisionResultCode = BattleActionDecisionResultCode.CancelDecision;
// _waitForEnterTokenSource?.Cancel();
// }
//
// private void ConfirmAttack(InputAction.CallbackContext obj)
// {
// _decisionResultCode = BattleActionDecisionResultCode.Decided;
// _waitForEnterTokenSource?.Cancel();
// }
//
// public override BattleActionType ActionType => BattleActionType.PlayerAttackMMA;
//
// public override bool Tick(float tickDelta, EntityProperties entity)
// {
// if (Finished) return;
//
// if (_currentFrame == 0)
// {
// // TODO Root Motion не должен быть использован в нормальных анимациях
// animator.applyRootMotion = true;
// animator.Play(_attackData.StateHash, 0, 0f);
// }
//
// _currentFrame++;
//
// if (_currentFrame >= _attackData.HitboxStartFrame && _currentFrame <= _attackData.HitboxEndFrame)
// {
// _entityHitBoxes.CheckHitsForCurrentFrame(OnEnemyHit, HitBoxPartType.LArm);
// }
//
// if (_currentFrame >= _attackData.TotalFrames)
// {
// CompleteOrInterruptAction();
// }
// }
//
// public override DeciderType DeciderType => DeciderType.Position;
//
// private void OnEnemyHit(Collider enemyCollider)
// {
// Debug.Log($"Попадание в {enemyCollider.name} на {_currentFrame}-м кадре! Урон: {_attackData.Damage}");
// var entityActor = enemyCollider.GetComponentInParent<EntityTimelineActor>();
// entityActor.ForceDecideAction(BattleActionType.Stugger);
// }
//
// public void CompleteOrInterruptAction()
// {
// animator.Play(EntryStateHash, 0, 0f); // Создать None State и кинуть эту штуку туда
// animator.Update(0f);
//
// // TODO С нормальными анимациями не нужен будет рут моушен√
// animator.applyRootMotion = false;
// animator.transform.localPosition = Vector3.zero;
// animator.transform.localRotation = Quaternion.identity;
//
// Finished = true;
// }
//
// // HoloCopy
//
// private bool TickHoloCopy(HoloCop holoCop, float tickDelta)
// {
// if (_currentFrame == 0)
// {
// holoCop.Animator.applyRootMotion = true;
// holoCop.Animator.Play(_attackData.StateHash, 0, 0f);
// }
//
// _currentFrame++;
//
// if(_currentFrame >= _attackData.TotalFrames)
// {
// _currentFrame = 0;
// holoCop.Animator.applyRootMotion = false;
// return true;
// }
//
// return false;
// }
// }
// }