334 lines
9.7 KiB
C#
334 lines
9.7 KiB
C#
using System;
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using RootMotion.FinalIK;
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using UnityEngine;
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namespace NBF
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{
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using UnityEngine;
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using UnityEngine.InputSystem;
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[RequireComponent(typeof(CharacterController))]
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public class SmoothFPSController : MonoBehaviour
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{
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public enum ControlMode
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{
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LocalPlayer, // 本地玩家,接受输入控制
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NetworkPlayer // 网络玩家,接受数据驱动
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}
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[Header("Control Settings")] public ControlMode controlMode = ControlMode.LocalPlayer;
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[Range(0.1f, 10f)] public float lookSensitivity = 2f;
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[Range(0f, 0.5f)] public float lookSmoothing = 0.1f;
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[Range(0.1f, 10f)] public float moveSpeed = 5f;
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public float jumpHeight = 2f;
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public float gravity = -9.81f;
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[Header("Components")] public CharacterController characterController;
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public Transform cameraTransform;
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// 物理状态
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private Vector3 velocity;
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private bool isGrounded;
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// 视角控制变量
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private Vector2 currentLookInput;
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private Vector2 smoothedLookInput;
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private Vector2 lookVelocity;
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private float xRotation = 0f;
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// 移动控制变量
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private Vector2 currentMoveInput;
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private bool currentJumpInput;
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// 网络同步数据
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// private Vector3 targetPosition;
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// private Quaternion targetRotation;
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private float positionLerpSpeed = 10f;
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private float rotationLerpSpeed = 5f;
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public bool IsSelf;
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private FPlayer _player;
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public LookAtIK lookAtIK; // 挂在背部上的 LookAtIK 脚本
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private Transform lookTarget; // 实际目标点
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[Header("限制角度(单位:度)")] public float maxUpAngle = 20f; // 相机抬头最多20°
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public float maxDownAngle = 40f; // 相机低头最多40°
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public float aimDistance = 1.5f; // 目标点离相机多远
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[HideInInspector] public int nextShowSlotIndex = -1;
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public LayerMask interactableLayer;
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public Rigidbody physicsBody; // 用于物理同步的Rigidbody
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private void Awake()
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{
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if (characterController == null)
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characterController = GetComponent<CharacterController>();
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interactableLayer = LayerMask.GetMask("Interactive");
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physicsBody = GetComponent<Rigidbody>();
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}
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private void Start()
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{
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InputManager.OnPlayerCanceled += OnPlayerCanceled;
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InputManager.OnPlayerPerformed += OnPlayerPerformed;
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lookAtIK = GetComponent<LookAtIK>();
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_player = GetComponent<FPlayer>();
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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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lookTarget = new GameObject("SpineLookTarget").transform;
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lookTarget.SetParent(_player.transform);
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transform.position = _player.Data.position;
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transform.rotation = _player.Data.rotation;
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}
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private void OnDestroy()
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{
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InputManager.OnPlayerCanceled -= OnPlayerCanceled;
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InputManager.OnPlayerPerformed -= OnPlayerPerformed;
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}
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private void Update()
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{
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if (controlMode == ControlMode.LocalPlayer)
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{
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UpdateLocalPlayer();
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}
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else
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{
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UpdateNetworkPlayer();
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}
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UpdateGear();
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UpdatePlayerHandView();
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}
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private void GetInputs()
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{
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currentMoveInput = InputManager.GetMovementInput();
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currentLookInput = InputManager.GetLookInput();
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currentJumpInput = Keyboard.current.spaceKey.wasPressedThisFrame;
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}
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private void UpdatePlayerHandView()
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{
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Vector3 cameraForward = cameraTransform.forward;
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Vector3 flatForward = Vector3.ProjectOnPlane(cameraForward, Vector3.up).normalized;
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// 获取相机 pitch 角度(负值是上看,正值是下看)
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float pitchAngle = Vector3.SignedAngle(flatForward, cameraForward, cameraTransform.right);
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// 限制 pitch 角度
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pitchAngle = Mathf.Clamp(pitchAngle, -maxUpAngle, maxDownAngle);
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// 重新构造限制后的目标方向
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Quaternion limitedPitch = Quaternion.AngleAxis(pitchAngle, cameraTransform.right);
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Vector3 limitedDirection = limitedPitch * flatForward;
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// 设置目标点
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lookTarget.position = cameraTransform.position + limitedDirection * aimDistance;
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lookAtIK.solver.target = lookTarget;
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}
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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 按键输入事件
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private void OnPlayerPerformed(string action)
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{
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if (action == "Run")
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{
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Sprint();
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}
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}
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private void OnPlayerCanceled(string action)
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{
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if (action == "Run")
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{
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StopSprinting();
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}
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else if (action.StartsWith("Quick"))
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{
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nextShowSlotIndex = int.Parse(action.Substring("Quick".Length));
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}
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else if (action == "UseTorch")
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{
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_player.Data.openLight = !_player.Data.openLight;
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}
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else if (action == "UseTelescope")
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{
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_player.Data.openTelescope = !_player.Data.openTelescope;
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_player.ToggleTelescope();
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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 bool _isSprinting;
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private bool _sprintInputPressed;
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[Space(10.0f)] public float maxSprintSpeed = 10.0f;
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private void UpdateNetworkPlayer()
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{
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}
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private void UpdateLocalPlayer()
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{
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// 获取输入
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GetInputs();
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// 处理地面检测
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GroundCheck();
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// 处理移动
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HandleMovement();
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// 处理视角旋转(现在更加平滑)
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HandleLookRotation();
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// 处理跳跃
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// HandleJump();
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// 应用重力
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ApplyGravity();
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}
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private void GroundCheck()
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{
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isGrounded = characterController.isGrounded;
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if (isGrounded && velocity.y < 0)
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{
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velocity.y = -2f; // 轻微下压确保贴地
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}
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}
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private void HandleMovement()
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{
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Vector3 move = (transform.right * currentMoveInput.x + transform.forward * currentMoveInput.y) *
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GetMaxSpeed();
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characterController.Move(move * Time.deltaTime);
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// physicsBody.MovePosition(move * Time.deltaTime);
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// physicsBody.Move(move * Time.deltaTime, transform.rotation);
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// 手动同步CharacterController和物理位置
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if (physicsBody != null)
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{
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physicsBody.position = transform.position;
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physicsBody.rotation = transform.rotation;
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}
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}
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private void HandleLookRotation()
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{
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// 应用输入平滑(使用平滑阻尼)
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smoothedLookInput = Vector2.SmoothDamp(
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smoothedLookInput,
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currentLookInput,
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ref lookVelocity,
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lookSmoothing);
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// 计算旋转量(应用灵敏度)
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float lookX = smoothedLookInput.x * lookSensitivity * Time.deltaTime;
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float lookY = smoothedLookInput.y * lookSensitivity * Time.deltaTime;
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// 水平旋转(左右看)
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// transform.Rotate(Vector3.up * lookX);
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physicsBody.MoveRotation(physicsBody.rotation * Quaternion.Euler(0, lookX, 0));
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// 垂直旋转(上下看) - 带有角度限制
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xRotation -= lookY;
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xRotation = Mathf.Clamp(xRotation, -45f, 80f); // 限制上下视角范围
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// 应用摄像机旋转
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cameraTransform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
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}
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private void HandleJump()
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{
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if (currentJumpInput && isGrounded)
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{
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velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
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}
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}
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private void ApplyGravity()
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{
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velocity.y += gravity * Time.deltaTime;
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characterController.Move(velocity * Time.deltaTime);
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}
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public void Sprint()
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{
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_sprintInputPressed = true;
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}
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/// <summary>
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/// Request the character to stop sprinting.
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/// </summary>
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public void StopSprinting()
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{
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_sprintInputPressed = false;
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}
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private bool CanSprint()
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{
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return true;
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// return IsWalking() && !IsCrouched();
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}
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private void CheckSprintInput()
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{
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if (!_isSprinting && _sprintInputPressed && CanSprint())
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{
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_isSprinting = true;
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}
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else if (_isSprinting && (!_sprintInputPressed || !CanSprint()))
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{
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_isSprinting = false;
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}
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}
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public float GetMaxSpeed()
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{
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return _isSprinting ? maxSprintSpeed : moveSpeed;
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}
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#endregion
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}
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} |