移除ECM2

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2025-05-11 21:42:51 +08:00
parent aadd564c38
commit a7bf033ca9
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using ECM2.Examples.ThirdPerson;
using UnityEngine;
namespace ECM2.Examples.PlanetWalk
{
/// <summary>
/// This example extends a Character (through inheritance) adjusting its gravity and orientation
/// to follow a planet curvature similar to the Mario Galaxy game.
/// </summary>
public class PlayerCharacter : ThirdPersonCharacter
{
[Space(15f)]
public Transform planetTransform;
// Current camera forward, perpendicular to target's up vector.
private Vector3 _cameraForward = Vector3.forward;
public override void AddControlYawInput(float value)
{
// Rotate our forward along follow target's up axis
Vector3 targetUp = followTarget.transform.up;
_cameraForward = Quaternion.Euler(targetUp * value) * _cameraForward;
}
protected override void UpdateCameraRotation()
{
// Make sure camera forward vector is perpendicular to Character's current up vector
Vector3 targetUp = followTarget.transform.up;
Vector3.OrthoNormalize(ref targetUp, ref _cameraForward);
// Computes final Camera rotation from yaw and pitch
cameraTransform.rotation =
Quaternion.LookRotation(_cameraForward, targetUp) * Quaternion.Euler(_cameraPitch, 0.0f, 0.0f);
}
protected override void UpdateRotation(float deltaTime)
{
// Call base method (i.e: rotate towards movement direction)
base.UpdateRotation(deltaTime);
// Adjust gravity direction (ie: a vector pointing from character position to planet's center)
Vector3 toPlanet = planetTransform.position - GetPosition();
SetGravityVector(toPlanet.normalized * GetGravityMagnitude());
// Adjust Character's rotation following the new world-up (defined by gravity direction)
Vector3 worldUp = GetGravityDirection() * -1.0f;
Quaternion newRotation = Quaternion.FromToRotation(GetUpVector(), worldUp) * GetRotation();
SetRotation(newRotation);
}
}
}

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