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