日志
此篇为人物action系统的最后一篇,挑选了所有action中最经典的CraftController来展示ActionController系统
的魅力
CraftController
CraftController主要负责的是人物的捡起动作以及采集和工作(伐木,挖矿等),至于为什么要把这些动作全都放在一个Action中,原因主要是他们都是通过相同的输入触发的,按下键后根据手上是否装备了对应的工具以及可操作对象的远近来选择具体进行哪个动作,这些判断显然放在一个action内比放在inputcontroller中更合适。
基础部分
public class CraftController : PlayerAction
{
#region init
//parameter
//搜索目标范围
public float tryCraftDistance;
//stopdistance
public float craftDistance;
//reference components
private Animator animator;
private InventoryController inventoryController;
private ViewController viewController;
private ActionController actionController;
private LocomotionController locomotionController;
#endregion
private Coroutine current;
//coroutine trigger
public override string actionName
{
get => "Craft";
}
public override int priority
{
get => 1;
}
void Awake()
{
animator = GetComponent<Animator>();
inventoryController = GetComponent<InventoryController>();
viewController = GetComponent<ViewController>();
actionController = GetComponent<ActionController>();
locomotionController = GetComponent<LocomotionController>();
enabled = false;
RegisterTrigger("pickup");
RegisterTrigger("pickfinish");
RegisterTrigger("workfinish");
}
/// <summary>
/// 自动寻找符合条件的最近目标,并选择进行对应的action
/// </summary>
public override void Begin(params object[] target)
{
finish = false;
if(target.Length == 0) AutoDoCraft();
else if(target[0] is Workable) current = StartCoroutine(DoWork(target[0] as Workable));
else if(target[0] is Pickable) current = StartCoroutine(DoPick(target[0] as Pickable));
}
public override void Interrupted()
{
if(current != null)
{
StopCoroutine(current);
//不能直接使用substate名字
if(animator.GetCurrentAnimatorStateInfo(0).IsName("Pickup") ||
animator.GetCurrentAnimatorStateInfo(0).IsName("Work") ||
animator.GetCurrentAnimatorStateInfo(0).IsName("Harvest_Begin") ||
animator.GetCurrentAnimatorStateInfo(0).IsName("Harvesting") ||
animator.GetCurrentAnimatorStateInfo(0).IsName("Harvest_End"))
animator.SetTrigger("StopCraft");
if(inventoryController.handEquipment) inventoryController.handEquipment.gameObject.SetActive(true);
ResetActionTrigger();
}
}
}
具体来说CraftController一共包括三个动作Pickup(捡起),Harvest(采集),Work(工作),Pickup和Harvest都属于Pick(因为都会随着动作顺利进行而直接获得物品,work不会直接获得物品而是掉落在地上),注册了三个ActionTrigger,Harvest是根据采集对象所需的采集时间来推进的,与动画无关所以没有actiontrigger。
关于如何选择进行的动作由AutoDoCraft给出
void AutoDoCraft()
{
Pickable pickTarget = transform.position.FindClosestTargetInRange<Pickable>(tryCraftDistance);
if(inventoryController.handEquipment != null && inventoryController.handEquipment.GetComponent<Tool>() != null)
{
Workable workTarget = transform.position.FindClosestTargetInRange<Workable>(tryCraftDistance,
(w) => { return w.toolType == inventoryController.handEquipment.GetComponent<Tool>().toolType; });
//同一个物体包含Workable和Pickable,优先Workable,其余情况按照就近原则
if(workTarget != null)
{
if(pickTarget != null)
{
if(workTarget.gameObject == pickTarget.gameObject) current = StartCoroutine(DoWork(workTarget));
else if(transform.position.PlanerDistance(pickTarget.transform.position) <
transform.position.PlanerDistance(workTarget.transform.position)) current = StartCoroutine(DoPick(pickTarget));
else current = StartCoroutine(DoWork(workTarget));
}
else current = StartCoroutine(DoWork(workTarget));
return;
}
}
if(pickTarget != null) current = StartCoroutine(DoPick(pickTarget));
}
FindClosestTargetInRange是我写的扩展方法(作用如名),选择机制具体是这样的,所有可捡起的物体都会加入筛选列表,如果手里装备了含workable组件的装备则会将对应worktype的物体也加入筛选列表,最后在所有筛选列表中选出最近的物体
然后调用DoWork和DoPick执行对应的动作(DoPick中包含Pickup和Harvest)
Interrupt部分涉及到一个关于Animator的知识,即SetTrigger一定要在确保动画机状态正处于你所设想的状态时调用,否则Trigger不被触发的话会一直处于激活状态影响下一次调用。还有除了基础的ResetActionTrigger外,你在动作中产生的需要恢复的影响也应该出现在interrupt中,比如我在pick中隐藏了手部装备(如果有的话),那么我应该在interrupt中恢复显示手部装备
总结
ActionController系统还有若干个动作但都大同小异,这也正是其优势所在,虽然脚本数量较多,但倘若我想要加入一个捕鱼的动作,完全不需要单独考虑他和攻击,建造,工作等动作的冲突性,只需要配置好对应的Priority和ActionTrigger以及Begin和Interrupt函数即可加入到当前的系统中并和之前的动作完美兼容。
到此ActionController系统的内容就完全结束了,未来如果我进一步维护此系统感觉不错的话也可能会考虑做一个可视化版本发布到AssetStore。