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GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/Scripts/Fishing/Player/FPlayer.cs b/Assets/Scripts/Fishing/Player/FPlayer.cs index 2e9d2e36b..49118b826 100644 --- a/Assets/Scripts/Fishing/Player/FPlayer.cs +++ b/Assets/Scripts/Fishing/Player/FPlayer.cs @@ -13,18 +13,10 @@ public partial class FPlayer : MonoBehaviour /// public Transform CameraRoot; - public Transform rHandRodJoiner => MainArm.RodContainer; - - public FRod assignRod; - - // [HideInInspector] public FRod currentRod; - private CCDIK interactionCCDIK; private float interactionTargetWeight; - [HideInInspector] public float handPullUp; - public Fsm Fsm { get; private set; } private PlayerArm[] Arms; @@ -41,6 +33,8 @@ public partial class FPlayer : MonoBehaviour public Transform Light; + public Transform BackSpine; + private void Awake() { PlayerAnimatorCtrl = gameObject.GetComponent(); @@ -78,14 +72,9 @@ public partial class FPlayer : MonoBehaviour if (data.PlayerID == GameModel.RoleID) { - // var mainSync = gameObject.AddComponent(); BaseCamera.Main.transform.SetParent(CameraRoot); BaseCamera.Main.transform.localPosition = Vector3.zero; } - else - { - // var otherSync = gameObject.AddComponent(); - } } #region 初始化相关 @@ -159,7 +148,6 @@ public partial class FPlayer : MonoBehaviour { if (Light) { - Light.localRotation = BaseCamera.Main.transform.localRotation; if (Light.gameObject.activeSelf != Data.openLight) { Light.gameObject.SetActive(Data.openLight); diff --git a/Assets/Scripts/Fishing/Player/PlayerCharacter/PlayerCharacter.cs b/Assets/Scripts/Fishing/Player/PlayerCharacter/PlayerCharacter.cs index 416a17dac..4e0fbe670 100644 --- a/Assets/Scripts/Fishing/Player/PlayerCharacter/PlayerCharacter.cs +++ b/Assets/Scripts/Fishing/Player/PlayerCharacter/PlayerCharacter.cs @@ -6,7 +6,6 @@ namespace NBF { public class PlayerCharacter : Character { - [Tooltip("The first person camera parent.")] public GameObject cameraParent; private float _cameraPitch; @@ -15,20 +14,26 @@ namespace NBF [Space(15.0f)] public bool invertLook = true; - [Tooltip("Look sensitivity")] public Vector2 sensitivity = new Vector2(0.05f, 0.05f); + [Tooltip("视角旋转敏感度")] public Vector2 sensitivity = new Vector2(0.05f, 0.05f); - [Space(15.0f)] [Tooltip("How far in degrees can you move the camera down.")] - public float minPitch = -80.0f; - - [Tooltip("How far in degrees can you move the camera up.")] + [Space(15.0f)] public float minPitch = -80.0f; public float maxPitch = 80.0f; + [Tooltip("手上下最大角度")] public Vector2 handMaxAngle = new Vector2(0, 0); + + public bool IsSelf; + protected override void Start() { base.Start(); - camera = BaseCamera.Main; _player = GetComponent(); + IsSelf = _player.Data.PlayerID == GameModel.RoleID; + cameraParent = _player.CameraRoot.gameObject; + if (IsSelf) + { + camera = BaseCamera.Main; + } transform.position = _player.Data.position; transform.rotation = _player.Data.rotation; @@ -42,8 +47,77 @@ namespace NBF private void Update() { - // Move + UpdatePlayerPositionAndRotation(); + UpdateGear(); + } + protected virtual void LateUpdate() + { + UpdateCameraParentRotation(); + UpdatePlayerHandView(); + } + + + protected override void Reset() + { + base.Reset(); + SetRotationMode(RotationMode.None); + } + + private void OnDestroy() + { + InputManager.OnQuickIndexAction -= OnQuickIndexAction; + InputManager.OnUseTorchAction -= OnUseTorchAction; + InputManager.OnUseTelescopeAction -= OnUseTelescopeAction; + } + + #region 肩膀控制 + + private void UpdatePlayerHandView() + { + // var backValue = 0f; + + var angle = cameraParent.transform.localEulerAngles.x; + angle = (angle > 180f) ? angle - 360f : angle; + angle *= -1; + if (angle > handMaxAngle.x) + { + angle = handMaxAngle.x; + } + else if (angle < handMaxAngle.y) + { + angle = handMaxAngle.y; + } + + Debug.Log(angle); + _player.BackSpine.localRotation *= Quaternion.Euler(0, 0, angle); + } + + #endregion + + #region 钓组控制 + + private void UpdateGear() + { + if (_player.CanChangeGear()) + { + if (nextShowSlotIndex > 0) + { + Debug.LogError("切换钓组========="); + var data = Fishing.Inst.Datasource; + data.SetSelfTestGear(nextShowSlotIndex); + nextShowSlotIndex = -1; + } + } + } + + #endregion + + #region 角色位移和旋转控制 + + private void UpdatePlayerPositionAndRotation() + { + // Move Vector2 movementInput = InputManager.GetMovementInput(); Vector3 movementDirection = Vector3.zero; @@ -57,32 +131,44 @@ namespace NBF SetMovementDirection(movementDirection); // Look - Vector2 lookInput = InputManager.GetLookInput() * sensitivity; AddControlYawInput(lookInput.x); AddControlPitchInput(invertLook ? -lookInput.y : lookInput.y, minPitch, maxPitch); - - - if (_player.CanChangeGear()) - { - if (nextShowSlotIndex > 0) - { - Debug.LogError("切换钓组========="); - var data = Fishing.Inst.Datasource; - data.SetSelfTestGear(nextShowSlotIndex); - nextShowSlotIndex = -1; - } - } } - private void OnDestroy() + /// + /// 添加输入(影响偏航)。 + /// 此操作应用于角色的旋转。 + /// + public virtual void AddControlYawInput(float value) { - InputManager.OnQuickIndexAction -= OnQuickIndexAction; - InputManager.OnUseTorchAction -= OnUseTorchAction; - InputManager.OnUseTelescopeAction -= OnUseTelescopeAction; + if (value != 0.0f) + AddYawInput(value); } + /// + /// 添加输入(影响俯仰)。 + /// 此操作应用于相机父级的本地旋转。 + /// + public virtual void AddControlPitchInput(float value, float minPitch = -80.0f, float maxPitch = 80.0f) + { + if (value != 0.0f) + _cameraPitch = MathLib.ClampAngle(_cameraPitch + value, minPitch, maxPitch); + } + + /// + /// 根据当前的 _cameraPitch 值更新 cameraParent 的本地旋转。 + /// + protected virtual void UpdateCameraParentRotation() + { + cameraParent.transform.localRotation = Quaternion.Euler(_cameraPitch, 0.0f, 0.0f); + } + + #endregion + + #region 按键输入事件 + private void OnQuickIndexAction(int index) { nextShowSlotIndex = index; @@ -105,55 +191,6 @@ namespace NBF } } - /// - /// Add input (affecting Yaw). - /// This is applied to the Character's rotation. - /// - public virtual void AddControlYawInput(float value) - { - if (value != 0.0f) - AddYawInput(value); - } - - /// - /// Add input (affecting Pitch). - /// This is applied to the cameraParent's local rotation. - /// - public virtual void AddControlPitchInput(float value, float minPitch = -80.0f, float maxPitch = 80.0f) - { - if (value != 0.0f) - _cameraPitch = MathLib.ClampAngle(_cameraPitch + value, minPitch, maxPitch); - } - - /// - /// Update cameraParent local rotation applying current _cameraPitch value. - /// - protected virtual void UpdateCameraParentRotation() - { - cameraParent.transform.localRotation = Quaternion.Euler(_cameraPitch, 0.0f, 0.0f); - } - - /// - /// If overriden, base method MUST be called. - /// - protected virtual void LateUpdate() - { - UpdateCameraParentRotation(); - } - - /// - /// If overriden, base method MUST be called. - /// - protected override void Reset() - { - // Call base method implementation - - base.Reset(); - - // Disable character's rotation, - // it is handled by the AddControlYawInput method - - SetRotationMode(RotationMode.None); - } + #endregion } } \ No newline at end of file