using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using System;

namespace Combat.Test
{

    public class ChargeInputTest : MonoBehaviour
    {
        [Header("动作名称")]
        public string start_name;
        public string chargeing_name; 
        public string normalAttack_name;
        public string chargeAttck_name;

        int Hash_Start;
        int Hash_Chargeing; 
        int Hash_NormalAttack;
        int Hash_ChargeAttack;

        [Header("蓄力设置")] 
        public float chargeMaxTime = .5f;//充能最大值达到后释放蓄力攻击,否则转换为普通攻击
        public float chargeMinTime = .1f;//充能时间小于最少值则不算蓄力
        [SerializeField] float chargeTime;
        [SerializeField] bool chargeDone;//蓄力完成
        [SerializeField] bool chargeing;//是否在蓄力中
        [SerializeField] bool MianAct;


        Animator anim;

        void Start()
        {
            anim = GetComponent<Animator>();

            Hash_NormalAttack = Animator.StringToHash(normalAttack_name);
            Hash_Chargeing = Animator.StringToHash(chargeing_name);
            Hash_ChargeAttack = Animator.StringToHash(chargeAttck_name);
            Hash_Start = Animator.StringToHash(start_name);

            OnChargeStart = ChargeStart;
            OnChargeing = Chargeing;
            OnChargeDone = ChargeDone;
            OnChargeCancelled = ChargeCancelled;
        }




        public void ChargeStart()
        {
            anim.CrossFade(Hash_Start, .2f, 1, 0, .1f);

        }
        public void Chargeing()
        {
            anim.CrossFade(Hash_Chargeing, .2f, 1, 0, .1f);

        }
        public void ChargeDone()
        {
            anim.CrossFade(Hash_ChargeAttack, .2f, 1, 0, .1f);

        }
        public void ChargeCancelled()
        {
            anim.CrossFade(Hash_NormalAttack, .2f, 1, 0, .1f);

        }

        private void Update()
        {
            MianAct = Input.GetKey(KeyCode.Mouse0)  ;
        }

        private void FixedUpdate()
        {
            SetCharge(MianAct, Time.fixedDeltaTime); 
        }

        #region 蓄力模块

        Action OnChargeStart;//当蓄力开始
        Action OnChargeing;//蓄力中
        Action OnChargeDone;//蓄力完成
        Action OnChargeCancelled;//蓄力取消

        bool start_invoked;
        bool normal_invoked;
              void SetCharge(bool _value, float deltaTime)//这在物理帧执行
        {
            if (_value)
            {
                if (chargeDone) return;//蓄力完成 则退出 
                normal_invoked = false;
                chargeTime += deltaTime; 
                if (!start_invoked)
                {
                    OnChargeStart?.Invoke();
                    start_invoked = true;
                } 
                if (chargeTime >= chargeMinTime && !chargeing)
                {
                    OnChargeing?.Invoke();
                    normal_invoked = true; 
                    chargeing = true;//蓄力时间大于最小时间才算作蓄力 
                } 
                if (chargeTime >= chargeMaxTime && !chargeDone)
                {
                    OnChargeDone?.Invoke();
                    chargeTime = 0;
                    chargeDone = true;
                    normal_invoked = true; 
                    chargeing = false;
                }
            }
            else
            {
                if (chargeing) //蓄力中断
                {  
                    OnChargeCancelled?.Invoke(); 
                    chargeing = false;  
                    normal_invoked = true;
                }  
                if(chargeTime < chargeMinTime && !normal_invoked)//未达到蓄力要去时间 直接取消
                {
                    OnChargeCancelled?.Invoke();
                    normal_invoked = true;
                }
                start_invoked = false;
                chargeDone = false;
                chargeTime = 0;

            }
        }
        #endregion

    }

}

面板绑定

animator绑定

 

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