视角控制

This commit is contained in:
2025-05-18 00:51:35 +08:00
parent 3609f3e462
commit ee237ad25a
3 changed files with 1271 additions and 94 deletions

File diff suppressed because it is too large Load Diff

View File

@@ -13,18 +13,10 @@ public partial class FPlayer : MonoBehaviour
/// </summary>
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<FPlayer> 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<PlayerAnimator>();
@@ -78,14 +72,9 @@ public partial class FPlayer : MonoBehaviour
if (data.PlayerID == GameModel.RoleID)
{
// var mainSync = gameObject.AddComponent<FPlayerMainSync>();
BaseCamera.Main.transform.SetParent(CameraRoot);
BaseCamera.Main.transform.localPosition = Vector3.zero;
}
else
{
// var otherSync = gameObject.AddComponent<FPlayerOtherSync>();
}
}
#region
@@ -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);

View File

@@ -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<FPlayer>();
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
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
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
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()
/// <summary>
/// 添加输入(影响偏航)。
/// 此操作应用于角色的旋转。
/// </summary>
public virtual void AddControlYawInput(float value)
{
InputManager.OnQuickIndexAction -= OnQuickIndexAction;
InputManager.OnUseTorchAction -= OnUseTorchAction;
InputManager.OnUseTelescopeAction -= OnUseTelescopeAction;
if (value != 0.0f)
AddYawInput(value);
}
/// <summary>
/// 添加输入(影响俯仰)。
/// 此操作应用于相机父级的本地旋转。
/// </summary>
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);
}
/// <summary>
/// 根据当前的 _cameraPitch 值更新 cameraParent 的本地旋转。
/// </summary>
protected virtual void UpdateCameraParentRotation()
{
cameraParent.transform.localRotation = Quaternion.Euler(_cameraPitch, 0.0f, 0.0f);
}
#endregion
#region
private void OnQuickIndexAction(int index)
{
nextShowSlotIndex = index;
@@ -105,55 +191,6 @@ namespace NBF
}
}
/// <summary>
/// Add input (affecting Yaw).
/// This is applied to the Character's rotation.
/// </summary>
public virtual void AddControlYawInput(float value)
{
if (value != 0.0f)
AddYawInput(value);
}
/// <summary>
/// Add input (affecting Pitch).
/// This is applied to the cameraParent's local rotation.
/// </summary>
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);
}
/// <summary>
/// Update cameraParent local rotation applying current _cameraPitch value.
/// </summary>
protected virtual void UpdateCameraParentRotation()
{
cameraParent.transform.localRotation = Quaternion.Euler(_cameraPitch, 0.0f, 0.0f);
}
/// <summary>
/// If overriden, base method MUST be called.
/// </summary>
protected virtual void LateUpdate()
{
UpdateCameraParentRotation();
}
/// <summary>
/// If overriden, base method MUST be called.
/// </summary>
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
}
}