结构大修改,改成朴实无华的结构,不过度架构。能跑就行

This commit is contained in:
2025-12-23 00:09:39 +08:00
parent 384f11f620
commit 3d14085920
2837 changed files with 149714 additions and 1100 deletions

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@@ -0,0 +1,214 @@
using ECM2;
using ECM2.Examples.FirstPerson;
using Fantasy.Entitas;
using Fantasy.Entitas.Interface;
using UnityEngine;
using UnityEngine.InputSystem;
namespace NBF.Fishing2
{
public class CharacterMovementComponent : Entity
{
public bool IsSelf;
public bool Run;
private Vector2 _moveInput;
public MapUnit MapUnit;
private FirstPersonCharacter _Character;
private Quaternion lastRotation;
#region System
public class MovementComponentDestroySystem : DestroySystem<CharacterMovementComponent>
{
protected override void Destroy(CharacterMovementComponent self)
{
// self.characterController = null;
self.IsSelf = false;
self.Run = false;
var mapUnit = self.Parent as MapUnit;
if (mapUnit.IsSelf())
{
var inputComponent = self.Scene.GetComponent<InputComponent>();
if (inputComponent != null)
{
inputComponent.OnPlayerPerformed -= self.OnPlayerCanceled;
inputComponent.OnPlayerPerformed -= self.OnPlayerPerformed;
inputComponent.OnPlayerValueCanceled -= self.OnPlayerValueCanceled;
inputComponent.OnPlayerValuePerformed -= self.OnPlayerValuePerformed;
}
}
// self.PlayerAsset = null;
}
}
public class MovementComponentAwakeSystem : AwakeSystem<CharacterMovementComponent>
{
protected override void Awake(CharacterMovementComponent self)
{
var unitUnityComponent = self.Parent.GetComponent<UnitUnityComponent>();
self._Character = unitUnityComponent.FirstPerson;
var mapUnit = self.Parent as MapUnit;
self.MapUnit = mapUnit;
if (mapUnit.IsSelf())
{
self.IsSelf = true;
var inputComponent = self.Scene.GetComponent<InputComponent>();
inputComponent.OnPlayerPerformed += self.OnPlayerCanceled;
inputComponent.OnPlayerPerformed += self.OnPlayerPerformed;
inputComponent.OnPlayerValueCanceled += self.OnPlayerValueCanceled;
inputComponent.OnPlayerValuePerformed += self.OnPlayerValuePerformed;
}
}
}
public class MovementComponentUpdateSystem : UpdateSystem<CharacterMovementComponent>
{
protected override void Update(CharacterMovementComponent self)
{
self.UpdateGrounded();
self.UpdateWater();
self.ProcessMoveStates();
}
}
#endregion
#region Input
private void OnPlayerPerformed(string action)
{
if (action == InputDef.Player.Run)
{
Run = true;
}
}
private void OnPlayerCanceled(string action)
{
if (action == InputDef.Player.Run)
{
Run = false;
}
}
private void OnPlayerValueCanceled(InputAction.CallbackContext context)
{
var name = context.action.name;
if (name == InputDef.Player.Move)
{
// var v2 = context.ReadValue<Vector2>();
_moveInput = Vector2.zero;
// SendMoveMessage(v2, true);
}
}
private void OnPlayerValuePerformed(InputAction.CallbackContext context)
{
// var mapUnit = Parent as MapUnit;
// Log.Info($"OnPlayerValuePerformed IsSelf={mapUnit.IsSelf()} id={mapUnit.Id}");
var name = context.action.name;
if (name == InputDef.Player.Move)
{
var v2 = context.ReadValue<Vector2>();
_moveInput = v2;
// SendMoveMessage(v2, false);
}
else if (name == InputDef.Player.Look)
{
var v2 = context.ReadValue<Vector2>();
// UpdatePlayerRotation(v2);
}
}
#endregion
#region Move
private void UpdateGrounded()
{
MapUnit.IsGrounded = _Character.IsGrounded();
MapUnit.Speed = _Character.velocity.magnitude;
Quaternion rotation = _Character.transform.rotation;
// 计算当前帧与上一帧的旋转差异
Quaternion rotationDelta = rotation * Quaternion.Inverse(lastRotation);
// 将四元数转换为角度轴表示
rotationDelta.ToAngleAxis(out float angle, out Vector3 axis);
// 确保角度在0-360范围内
if (angle > 180f) angle -= 360f;
// 获取Y轴旋转分量归一化处理
float yRotation = 0f;
if (Mathf.Abs(angle) > 0.001f && Mathf.Abs(axis.y) > 0.1f)
{
// 计算Y轴方向的旋转角度考虑旋转轴方向
yRotation = angle * Mathf.Sign(axis.y);
}
float maxTurnSpeed = 180f; // 度/秒
// 转换为角速度并归一化到[-1, 1]
float angularSpeed = yRotation / Time.deltaTime;
float turnValue = Mathf.Clamp(angularSpeed / maxTurnSpeed, -1f, 1f);
MapUnit.RotationSpeed = turnValue;
lastRotation = rotation;
}
private void UpdateWater()
{
// SceneSettings.Instance.Water.w
}
private void ProcessMoveStates()
{
// if (CameraView.Value == CameraViewType.TPP)
// {
// float num = (IsRunPressed.Value ? MovementSpeed.Value : (MovementSpeed.Value * 0.5f));
// num = (IsFlyModeEnabled ? (num * (float)FlySpeed) : num);
// Vector3 zero = Vector3.zero;
// zero += Vector3.right * MovementDirection.Value.x;
// zero += Vector3.forward * MovementDirection.Value.y;
// zero = zero.relativeTo(_CameraTPPTarget, _Character.GetUpVector());
// _Character.RotateTowards(zero, Time.deltaTime * _RotateTPPSpeed);
// float value = Vector3.Dot(_Character.GetForwardVector(), zero);
// Vector3 vector = _Character.GetForwardVector() * Mathf.Clamp01(value) * num;
// if (checkWaterBound)
// {
// SetMovementDirectionWithRaycastCheck(vector);
// }
// else
// {
// _Character.SetMovementDirection(vector);
// }
// }
// else
{
float num2 = Run ? 7 : 5; //(IsRunPressed.Value ? MovementSpeed.Value : (MovementSpeed.Value * 0.5f));
// num2 = (IsFlyModeEnabled ? (num2 * (float)FlySpeed) : num2);
Vector3 vector2 = _Character.GetRightVector() * _moveInput.x * num2;
vector2 += _Character.GetForwardVector() * _moveInput.y * num2;
// if (checkWaterBound)
// {
// SetMovementDirectionWithRaycastCheck(vector2);
// }
// else
{
_Character.SetMovementDirection(vector2);
}
}
}
#endregion
}
}