角色控制相关代码

This commit is contained in:
2025-09-10 10:37:37 +08:00
parent b57cf055c5
commit 1d002b8c25
2 changed files with 15 additions and 16 deletions

View File

@@ -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