Files
Fishing2/Assets/Scripts/Fishing/Player/PlayerCharacter/FPlayerMainSync.cs
2025-05-29 21:10:30 +08:00

190 lines
6.2 KiB
C#

using System;
using NBC;
using RootMotion.FinalIK;
using UnityEngine;
namespace NBF
{
public class FPlayerMainSync : MonoBehaviour
{
public FirstPersonController firstPersonController;
[HideInInspector] public int nextShowSlotIndex = -1;
private float walkingSpeed = 1f;
private float runningSpeed = 2f;
private FPlayer _player;
private bool _isRun;
public LookAtIK lookAtIK; // 挂在背部上的 LookAtIK 脚本
public float aimDistance = 1.5f; // 目标点离相机多远
private Transform lookTarget; // 实际目标点
[Header("限制角度(单位:度)")] public float maxUpAngle = 20f; // 相机抬头最多20°
public float maxDownAngle = 40f; // 相机低头最多40°
public LayerMask interactableLayer;
private void Start()
{
firstPersonController = GetComponent<FirstPersonController>();
walkingSpeed = firstPersonController.m_WalkSpeed;
runningSpeed = firstPersonController.m_RunSpeed;
_player = GetComponent<FPlayer>();
transform.position = _player.Data.position;
transform.rotation = _player.Data.rotation;
Timer.Once(1f, this, EnableFirstPersonController);
// App.Inst.SetMouseCurrsor(false);
// InputManager.OnQuickIndexAction += OnQuickIndexAction;
// InputManager.OnUseTorchAction += OnUseTorchAction;
// InputManager.OnUseTelescopeAction += OnUseTelescopeAction;
InputManager.OnPlayerCanceled += OnPlayerCanceled;
InputManager.OnPlayerPerformed += OnPlayerPerformed;
lookAtIK = GetComponent<LookAtIK>();
lookTarget = new GameObject("SpineLookTarget").transform;
lookTarget.SetParent(_player.transform);
interactableLayer = LayerMask.GetMask("Interactive");
}
private void OnDestroy()
{
InputManager.OnPlayerCanceled -= OnPlayerCanceled;
InputManager.OnPlayerPerformed -= OnPlayerPerformed;
// InputManager.OnQuickIndexAction -= OnQuickIndexAction;
// InputManager.OnUseTorchAction -= OnUseTorchAction;
// InputManager.OnUseTelescopeAction -= OnUseTelescopeAction;
}
private void OnPlayerPerformed(string action)
{
if (action == "Run")
{
// Sprint();
_isRun = true;
}
}
private void OnPlayerCanceled(string action)
{
if (action == "Run")
{
_isRun = false;
// StopSprinting();
}
else if (action.StartsWith("Quick"))
{
nextShowSlotIndex = int.Parse(action.Substring("Quick".Length));
}
else if (action == "UseTorch")
{
_player.Data.openLight = !_player.Data.openLight;
}
else if (action == "UseTelescope")
{
_player.Data.openTelescope = !_player.Data.openTelescope;
_player.ToggleTelescope();
}
}
private void EnableFirstPersonController()
{
firstPersonController.enabled = true;
}
private void Update()
{
var movementAxis = InputManager.GetMovementInput();
if (movementAxis != Vector2.zero)
{
// Debug
}
firstPersonController.horizontal = movementAxis.x;
firstPersonController.vertical = movementAxis.y;
// firstPersonController.isJumping = InputManager.IsJumping;
firstPersonController.isRuning = _isRun;
// firstPersonController.m_MouseLook.ControllerHandMode = GameManager.Instance._playerData
// .Player[GameManager.Instance._playerData.currentPlayerProfileIndex].controllerSetup;
if (firstPersonController.isWater)
{
firstPersonController.m_WalkSpeed = walkingSpeed - Mathf.Abs(transform.position.y - 1f);
firstPersonController.m_RunSpeed = firstPersonController.m_WalkSpeed;
firstPersonController.m_WalkSpeed = Mathf.Clamp(firstPersonController.m_WalkSpeed, 0.7f, 2f);
firstPersonController.m_RunSpeed = Mathf.Clamp(firstPersonController.m_RunSpeed, 0.8f, 2f);
}
else
{
firstPersonController.m_WalkSpeed = walkingSpeed;
firstPersonController.m_RunSpeed = runningSpeed;
}
if (_player.CanChangeGear())
{
if (nextShowSlotIndex > 0)
{
Debug.LogError("切换钓组=========");
var data = Fishing.Inst.Datasource;
data.SetSelfTestGear(nextShowSlotIndex);
nextShowSlotIndex = -1;
}
}
UpdatePlayerHandView();
}
private void FixedUpdate()
{
if (_player.MainArm)
{
// _player.MainArm.Shoulder.SetCameraEulerAngleX(BaseCamera.Main.transform.localEulerAngles.x);
}
}
#region
private void UpdatePlayerHandView()
{
var cameraTransform = BaseCamera.Main.transform;
Vector3 cameraForward = cameraTransform.forward;
Vector3 flatForward = Vector3.ProjectOnPlane(cameraForward, Vector3.up).normalized;
// 获取相机 pitch 角度(负值是上看,正值是下看)
float pitchAngle = Vector3.SignedAngle(flatForward, cameraForward, cameraTransform.right);
// 限制 pitch 角度
pitchAngle = Mathf.Clamp(pitchAngle, -maxUpAngle, maxDownAngle);
// 重新构造限制后的目标方向
Quaternion limitedPitch = Quaternion.AngleAxis(pitchAngle, cameraTransform.right);
Vector3 limitedDirection = limitedPitch * flatForward;
// 设置目标点
lookTarget.position = cameraTransform.position + limitedDirection * aimDistance;
lookAtIK.solver.target = lookTarget;
}
#endregion
}
}