diff --git a/Assets/Scripts/Fishing2/Unit/Unity/CharacterControllerComponent.cs b/Assets/Scripts/Fishing2/Unit/Unity/CharacterControllerComponent.cs index 6ce6bbe5e..b50625eaf 100644 --- a/Assets/Scripts/Fishing2/Unit/Unity/CharacterControllerComponent.cs +++ b/Assets/Scripts/Fishing2/Unit/Unity/CharacterControllerComponent.cs @@ -250,7 +250,6 @@ namespace NBF.Fishing2 private void StartMovement(MoveState moveState) { networkPosition = moveState.startPosition; - // networkFacingDirection = moveState.currentFacing; Debug.Log($"开始移动 - 位置: {moveState.startPosition}"); } @@ -258,8 +257,7 @@ namespace NBF.Fishing2 private void StopMovement(MoveState moveState) { networkPosition = moveState.startPosition; - // networkFacingDirection = moveState.currentFacing; - + characterController.transform.position = networkPosition; Debug.Log($"停止移动 - 最终位置: {moveState.startPosition}"); } @@ -294,19 +292,19 @@ namespace NBF.Fishing2 private void UpdatePlayerRotation(Vector2 lookValue) { // Look - Vector2 lookInput = lookValue * sensitivity; - - if (lookInput.x != 0.0f) - { - _rotationInput.y += lookInput.x; - } - - // Player.CameraRoot.transform.localRotation = Quaternion.Euler(_cameraPitch, 0.0f, 0.0f); - if (_rotationInput != Vector3.zero) - { - characterController.transform.rotation *= Quaternion.Euler(_rotationInput); - _rotationInput = Vector3.zero; - } + // Vector2 lookInput = lookValue * sensitivity; + // + // if (lookInput.x != 0.0f) + // { + // _rotationInput.y += lookInput.x; + // } + // + // // Player.CameraRoot.transform.localRotation = Quaternion.Euler(_cameraPitch, 0.0f, 0.0f); + // if (_rotationInput != Vector3.zero) + // { + // characterController.transform.rotation *= Quaternion.Euler(_rotationInput); + // _rotationInput = Vector3.zero; + // } } // 检查朝向同步 diff --git a/Fishing2.sln.DotSettings.user b/Fishing2.sln.DotSettings.user index 2da2ef4ad..adde88aab 100644 --- a/Fishing2.sln.DotSettings.user +++ b/Fishing2.sln.DotSettings.user @@ -4,6 +4,7 @@ ForceIncluded ForceIncluded ForceIncluded + ForceIncluded ForceIncluded ForceIncluded ForceIncluded