Files
Fishing2/Assets/Scripts/Fishing/Player/PlayerCharacter/PlayerCharacter.cs
2025-05-27 20:27:48 +08:00

328 lines
9.8 KiB
C#

using System;
using ECM2;
using RootMotion.FinalIK;
using UnityEngine;
namespace NBF
{
public class PlayerCharacter : Character
{
private float _cameraPitch;
private FPlayer _player;
[Space(10.0f)] public float maxSprintSpeed = 10.0f;
public GameObject cameraParent;
[Space(15.0f)] public bool invertLook = true;
[Tooltip("视角旋转敏感度")] public Vector2 sensitivity = new Vector2(0.05f, 0.05f);
[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);
[HideInInspector] public int nextShowSlotIndex = -1;
public bool IsSelf;
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;
protected override void Start()
{
base.Start();
// 创建一个动态目标点对象,避免你每次动态生成
lookAtIK = GetComponent<LookAtIK>();
_player = GetComponent<FPlayer>();
IsSelf = _player.Data.PlayerID == GameModel.RoleID;
cameraParent = _player.CameraRoot.gameObject;
if (IsSelf)
{
camera = BaseCamera.Main;
}
lookTarget = new GameObject("SpineLookTarget").transform;
lookTarget.SetParent(_player.transform);
transform.position = _player.Data.position;
transform.rotation = _player.Data.rotation;
InputManager.OnPlayerCanceled += OnPlayerCanceled;
InputManager.OnPlayerPerformed += OnPlayerPerformed;
// InputManager.OnRunAction += OnRunAction;
// InputManager.OnQuickIndexAction += OnQuickIndexAction;
// InputManager.OnUseTorchAction += OnUseTorchAction;
// InputManager.OnUseTelescopeAction += OnUseTelescopeAction;
interactableLayer = LayerMask.GetMask("Interactive");
}
private void Update()
{
InteractiveCheck();
if (_player.NowBoat)
{
_player.NowBoat.BoatInput(InputManager.GetMovementInput());
}
else
{
UpdatePlayerPosition();
}
UpdatePlayerRotation();
UpdateGear();
}
protected override void OnBeforeSimulationUpdate(float deltaTime)
{
base.OnBeforeSimulationUpdate(deltaTime);
CheckSprintInput();
}
protected virtual void LateUpdate()
{
UpdateCameraParentRotation();
UpdatePlayerHandView();
}
protected override void Reset()
{
base.Reset();
SetRotationMode(RotationMode.None);
StopSprinting();
}
private void OnDestroy()
{
InputManager.OnPlayerCanceled -= OnPlayerCanceled;
InputManager.OnPlayerPerformed -= OnPlayerPerformed;
}
#region
private RaycastHit hitInfo;
private bool isHit;
private readonly float _interactionDistance = 8f;
private InteractiveObject _lastInteractiveObject;
private void InteractiveCheck()
{
if (IsSelf && _player && _player.Fsm.CurrentStateId == States.Player.Idle)
{
// 从屏幕中心发射射线
Ray ray = BaseCamera.Main.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
isHit = Physics.Raycast(ray, out hitInfo, _interactionDistance, interactableLayer);
// 检测到可交互物体时
if (isHit)
{
var interactiveObject = hitInfo.transform.gameObject.GetComponent<InteractiveObject>();
if (interactiveObject != null)
{
SetInteractiveObject(interactiveObject);
return;
}
}
}
SetInteractiveObject(null);
}
private void SetInteractiveObject(InteractiveObject interactiveObject)
{
if (_lastInteractiveObject != interactiveObject)
{
_lastInteractiveObject = interactiveObject;
InputManager.Instance.OnInteractiveObject(_lastInteractiveObject);
}
}
#endregion
#region
private void UpdatePlayerHandView()
{
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
#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 bool _isSprinting;
private bool _sprintInputPressed;
private void UpdatePlayerPosition()
{
// Move
Vector2 movementInput = InputManager.GetMovementInput();
Vector3 movementDirection = Vector3.zero;
movementDirection += Vector3.forward * movementInput.y;
movementDirection += Vector3.right * movementInput.x;
movementDirection =
movementDirection.relativeTo(cameraTransform, GetUpVector());
SetMovementDirection(movementDirection);
}
private void UpdatePlayerRotation()
{
// Look
Vector2 lookInput = InputManager.GetLookInput() * sensitivity;
AddControlYawInput(lookInput.x);
AddControlPitchInput(invertLook ? -lookInput.y : lookInput.y, minPitch, maxPitch);
}
/// <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)
{
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);
}
public void Sprint()
{
_sprintInputPressed = true;
}
/// <summary>
/// Request the character to stop sprinting.
/// </summary>
public void StopSprinting()
{
_sprintInputPressed = false;
}
public bool IsSprinting()
{
return _isSprinting;
}
private bool CanSprint()
{
return IsWalking() && !IsCrouched();
}
private void CheckSprintInput()
{
if (!_isSprinting && _sprintInputPressed && CanSprint())
{
_isSprinting = true;
}
else if (_isSprinting && (!_sprintInputPressed || !CanSprint()))
{
_isSprinting = false;
}
}
public override float GetMaxSpeed()
{
return _isSprinting ? maxSprintSpeed : base.GetMaxSpeed();
}
#endregion
#region
private void OnPlayerPerformed(string action)
{
if (action == "Run")
{
Sprint();
}
}
private void OnPlayerCanceled(string action)
{
if (action == "Run")
{
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();
}
}
#endregion
}
}