Files
Hasebe/Assets/Code/OfficeGame/BattleMode/Actions/Entity/EntitySnapshotData.cs
T

173 lines
6.7 KiB
C#

using UnityEngine;
namespace Code.OfficeGame.BattleMode.Actions
{
public struct EntitySnapshot
{
public Vector3 Position;
public Quaternion Rotation;
public AnimatorSnapshot AnimatorSnapshot;
public static EntitySnapshot GetSnapshot(EntityProperties entityProperties)
{
return new EntitySnapshot
{
Position = entityProperties.KinematicCharacterMotor.TransientPosition,
Rotation = entityProperties.KinematicCharacterMotor.TransientRotation,
AnimatorSnapshot = AnimatorSnapshot.GetSnapshot(entityProperties.animator)
};
}
public static void RestoreSnapshot(EntityProperties entityProperties, EntitySnapshot snapshot)
{
// 1. Возвращаем капсулу KCC
entityProperties.KinematicCharacterMotor.SetPositionAndRotation(snapshot.Position, snapshot.Rotation);
entityProperties.KinematicCharacterMotor.BaseVelocity = Vector3.zero;
// 2. Возвращаем позу и локальное смещение меша
snapshot.AnimatorSnapshot.RestoreTo(entityProperties.animator);
// 3. Синхронизируем физику
Physics.SyncTransforms();
}
}
public struct AnimatorSnapshot
{
public struct LayerStateSnapshot
{
public int FullPathHash;
public float NormalizedTime;
public float LayerWeight;
}
public struct ParameterSnapshot
{
public int NameHash;
public AnimatorControllerParameterType Type;
public float FloatValue;
public int IntValue;
public bool BoolValue;
}
private LayerStateSnapshot[] _layers;
private ParameterSnapshot[] _parameters;
private Vector3 _localPosition;
private Quaternion _localRotation;
private float _speed;
public static AnimatorSnapshot GetSnapshot(Animator animator)
{
var snapshot = new AnimatorSnapshot();
snapshot.CaptureFrom(animator);
return snapshot;
}
public void CaptureFrom(Animator animator)
{
if (animator == null) return;
Transform animTransform = animator.transform;
_localPosition = animTransform.localPosition;
_localRotation = animTransform.localRotation;
_speed = animator.speed;
int layerCount = animator.layerCount;
if (_layers == null || _layers.Length != layerCount)
_layers = new LayerStateSnapshot[layerCount];
for (int i = 0; i < layerCount; i++)
{
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(i);
_layers[i] = new LayerStateSnapshot
{
FullPathHash = stateInfo.fullPathHash,
NormalizedTime = stateInfo.normalizedTime,
LayerWeight = animator.GetLayerWeight(i)
};
}
int paramCount = animator.parameterCount;
if (_parameters == null || _parameters.Length != paramCount)
_parameters = new ParameterSnapshot[paramCount];
for (int i = 0; i < paramCount; i++)
{
AnimatorControllerParameter param = animator.GetParameter(i);
int hash = param.nameHash;
var paramSnapshot = new ParameterSnapshot { NameHash = hash, Type = param.type };
switch (param.type)
{
case AnimatorControllerParameterType.Float:
paramSnapshot.FloatValue = animator.GetFloat(hash);
break;
case AnimatorControllerParameterType.Int:
paramSnapshot.IntValue = animator.GetInteger(hash);
break;
case AnimatorControllerParameterType.Bool:
case AnimatorControllerParameterType.Trigger:
paramSnapshot.BoolValue = animator.GetBool(hash);
break;
}
_parameters[i] = paramSnapshot;
}
}
public void RestoreTo(Animator targetAnimator)
{
if (targetAnimator == null || _layers == null) return;
targetAnimator.Rebind();
// Отключаем applyRootMotion на время Update(0f), чтобы Play() не начислил дельту смещения
bool prevRootMotion = targetAnimator.applyRootMotion;
targetAnimator.applyRootMotion = false;
targetAnimator.speed = _speed;
if (_parameters != null)
{
for (int i = 0; i < _parameters.Length; i++)
{
var p = _parameters[i];
if (targetAnimator.IsParameterControlledByCurve(p.NameHash))
continue;
switch (p.Type)
{
case AnimatorControllerParameterType.Float:
targetAnimator.SetFloat(p.NameHash, p.FloatValue);
break;
case AnimatorControllerParameterType.Int:
targetAnimator.SetInteger(p.NameHash, p.IntValue);
break;
case AnimatorControllerParameterType.Bool:
targetAnimator.SetBool(p.NameHash, p.BoolValue);
break;
case AnimatorControllerParameterType.Trigger:
if (p.BoolValue) targetAnimator.SetTrigger(p.NameHash);
else targetAnimator.ResetTrigger(p.NameHash);
break;
}
}
}
int layerCount = Mathf.Min(_layers.Length, targetAnimator.layerCount);
for (int i = 0; i < layerCount; i++)
{
var layer = _layers[i];
targetAnimator.SetLayerWeight(i, layer.LayerWeight);
targetAnimator.Play(layer.FullPathHash, i, layer.NormalizedTime);
}
targetAnimator.Update(0f);
// ОБЯЗАТЕЛЬНО восстанавливаем сохраненные локальные координаты меша после Update(0f)!
Transform targetTransform = targetAnimator.transform;
targetTransform.localPosition = _localPosition;
targetTransform.localRotation = _localRotation;
targetAnimator.applyRootMotion = prevRootMotion;
}
}
}