设置相机

This commit is contained in:
2025-12-24 00:09:28 +08:00
parent 652aa00644
commit e902fb031a
11 changed files with 4259 additions and 192 deletions

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@@ -22,7 +22,7 @@ namespace NBF.Fishing2
/// <returns></returns>
public static GameObject CreatePlayer(Transform parent, string modelName = "Player")
{
var model = LoadPrefab($"Player/{modelName}", parent);
var model = LoadPrefab($"Assets/ResRaw/Prefabs/Player/{modelName}.prefab", parent);
return model;
}

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@@ -0,0 +1,7 @@
namespace NBF
{
public class FPlayer_Input
{
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ea2c2e2d4b4344f0bc9d58ba0aeec6fd
timeCreated: 1766505279

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@@ -8,7 +8,7 @@ using UnityEngine.InputSystem;
namespace NBF
{
public partial class FPlayer : MonoBehaviour
public partial class FPlayer : MonoService<FPlayer>
{
public Transform Root;
public Transform Eye;
@@ -23,7 +23,7 @@ namespace NBF
public FPlayerData Data { get; private set; }
private void Awake()
protected override void OnAwake()
{
Character = gameObject.GetComponent<CharacterMovement>();
FirstPerson = gameObject.GetComponent<FirstPersonCharacter>();
@@ -48,72 +48,7 @@ namespace NBF
RemoveInputEvent();
}
#region Input
private void AddInputEvent()
{
InputManager.OnPlayerPerformed += OnPlayerCanceled;
InputManager.OnPlayerPerformed += OnPlayerPerformed;
InputManager.OnPlayerValueCanceled += OnPlayerValueCanceled;
InputManager.OnPlayerValuePerformed += OnPlayerValuePerformed;
}
private void RemoveInputEvent()
{
InputManager.OnPlayerPerformed += OnPlayerCanceled;
InputManager.OnPlayerPerformed += OnPlayerPerformed;
InputManager.OnPlayerValueCanceled += OnPlayerValueCanceled;
InputManager.OnPlayerValuePerformed += OnPlayerValuePerformed;
}
private void OnPlayerPerformed(string action)
{
if (action == InputDef.Player.Run)
{
Data.Run = true;
}
}
private void OnPlayerCanceled(string action)
{
if (action == InputDef.Player.Run)
{
Data.Run = false;
}
}
private void OnPlayerValueCanceled(InputAction.CallbackContext context)
{
var actionName = context.action.name;
if (actionName == InputDef.Player.Move)
{
// var v2 = context.ReadValue<Vector2>();
Data.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 actionName = context.action.name;
if (actionName == InputDef.Player.Move)
{
var v2 = context.ReadValue<Vector2>();
Data.MoveInput = v2;
// SendMoveMessage(v2, false);
}
else if (actionName == InputDef.Player.Look)
{
var v2 = context.ReadValue<Vector2>();
// UpdatePlayerRotation(v2);
}
}
#endregion
#region

View File

@@ -11,5 +11,6 @@ namespace NBF
public float RotationSpeed;
public Vector2 MoveInput;
}
}