移动控制修改

This commit is contained in:
2025-09-10 11:26:53 +08:00
parent 1d002b8c25
commit c2a9c6d329

View File

@@ -1,4 +1,4 @@
using System.Collections.Generic;
using System.Collections.Generic;
using NBC;
using NBC.Entitas;
using NBC.Entitas.Interface;
@@ -20,14 +20,14 @@ namespace NBF.Fishing2
private Vector3 networkPosition;
// private Vector3 networkFacingDirection;
// 添加目标位置和旋转用于插值
private Vector3 targetPosition;
private Quaternion targetRotation;
// 插值平滑参数
public float positionLerpSpeed = 10f;
public float rotationLerpSpeed = 10f;
[Tooltip("视角旋转敏感度")] public Vector2 sensitivity = new Vector2(0.015f, 0.015f);
public float minPitch = -40.0f;
public float maxPitch = 75.0f;
#region System
@@ -60,6 +60,9 @@ namespace NBF.Fishing2
var unitUnityComponent = self.Parent.GetComponent<UnitUnityComponent>();
self.characterController = unitUnityComponent.GameObject.GetComponent<CharacterController>();
self.lastSyncedFacing = self.characterController.transform.forward;
// 初始化目标位置和旋转
self.targetPosition = self.characterController.transform.position;
self.targetRotation = self.characterController.transform.rotation;
var mapUnit = self.Parent as MapUnit;
if (mapUnit.IsSelf())
{
@@ -79,6 +82,8 @@ namespace NBF.Fishing2
{
self.ProcessMoveStates();
self.CheckRotationSync();
// 插值更新位置和旋转
self.InterpolatePositionAndRotation();
var mapUnit = self.Parent as MapUnit;
mapUnit.Position = self.characterController.transform.position;
mapUnit.Rotation = self.characterController.transform.rotation;
@@ -170,7 +175,6 @@ namespace NBF.Fishing2
/// </summary>
/// <param name="startPosition"></param>
/// <param name="moveDirection"></param>
/// <param name="facingDirection"></param>
/// <param name="speed"></param>
/// <param name="timestamp"></param>
public void OnServerStartMove(Vector3 startPosition, Vector3 moveDirection, float speed, double timestamp)
@@ -192,7 +196,6 @@ namespace NBF.Fishing2
/// 接收服务器移动停止通知
/// </summary>
/// <param name="finalPosition"></param>
/// <param name="finalFacing"></param>
/// <param name="timestamp"></param>
public void OnServerStopMove(Vector3 finalPosition, double timestamp)
{
@@ -212,7 +215,8 @@ namespace NBF.Fishing2
public void OnServerLook(Vector3 rotation, double timestamp)
{
// 设置目标旋转用于插值
targetRotation = Quaternion.LookRotation(rotation);
}
#endregion
@@ -250,6 +254,7 @@ namespace NBF.Fishing2
private void StartMovement(MoveState moveState)
{
networkPosition = moveState.startPosition;
targetPosition = moveState.startPosition;
Debug.Log($"开始移动 - 位置: {moveState.startPosition}");
}
@@ -257,7 +262,7 @@ namespace NBF.Fishing2
private void StopMovement(MoveState moveState)
{
networkPosition = moveState.startPosition;
characterController.transform.position = networkPosition;
targetPosition = moveState.startPosition;
Debug.Log($"停止移动 - 最终位置: {moveState.startPosition}");
}
@@ -268,12 +273,35 @@ namespace NBF.Fishing2
Vector3 movement = movementDirection * currentMoveState.moveSpeed * Time.deltaTime;
networkPosition += movement;
targetPosition = networkPosition;
characterController.Move(movement);
// 如果移动方向不为零,可以自动更新朝向
if (currentMoveState.moveDirection != Vector3.zero)
{
// networkFacingDirection = currentMoveState.moveDirection;
targetRotation = Quaternion.LookRotation(currentMoveState.moveDirection);
}
}
// 添加位置和旋转插值方法
private void InterpolatePositionAndRotation()
{
// 只对非本地玩家进行插值
var mapUnit = Parent as MapUnit;
if (!mapUnit.IsSelf())
{
// 插值位置
characterController.transform.position = Vector3.Lerp(
characterController.transform.position,
targetPosition,
positionLerpSpeed * Time.deltaTime);
// 插值旋转
characterController.transform.rotation = Quaternion.Slerp(
characterController.transform.rotation,
targetRotation,
rotationLerpSpeed * Time.deltaTime);
}
}
@@ -285,26 +313,31 @@ namespace NBF.Fishing2
public float minRotationChange = 10f;
private Vector3 _rotationInput = Vector3.zero;
private float _cameraPitch;
private float rotationSyncTimer;
private Vector3 lastSyncedFacing;
[Tooltip("视角旋转敏感度")] public Vector2 sensitivity = new Vector2(0.015f, 0.015f);
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;
// 处理水平旋转 (Yaw)
if (lookInput.x != 0.0f)
{
_rotationInput.y += lookInput.x;
}
// 应用旋转到角色和相机
if (_rotationInput != Vector3.zero)
{
characterController.transform.rotation *= Quaternion.Euler(0, _rotationInput.y, 0);
_rotationInput = Vector3.zero;
}
}
// 检查朝向同步
@@ -326,4 +359,4 @@ namespace NBF.Fishing2
#endregion
}
}
}