115 lines
3.8 KiB
C#
115 lines
3.8 KiB
C#
using System;
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using NBC;
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using UnityEngine;
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using UnityStandardAssets.Characters.FirstPerson;
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namespace NBF
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{
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public class FPlayerMainSync : MonoBehaviour
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{
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public FirstPersonController firstPersonController;
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[HideInInspector] public int nextShowSlotIndex = -1;
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private float walkingSpeed = 1f;
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private float runningSpeed = 2f;
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private FPlayer _player;
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private void Start()
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{
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firstPersonController = GetComponent<FirstPersonController>();
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walkingSpeed = firstPersonController.m_WalkSpeed;
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runningSpeed = firstPersonController.m_RunSpeed;
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_player = GetComponent<FPlayer>();
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transform.position = _player.Data.position;
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transform.rotation = _player.Data.rotation;
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Timer.Once(1f, this, EnableFirstPersonController);
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App.Inst.SetMouseCurrsor(false);
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}
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private void EnableFirstPersonController()
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{
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firstPersonController.enabled = true;
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}
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private void Update()
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{
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// firstPersonController.horizontal = InputManager.movementAxis.x;
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// firstPersonController.vertical = InputManager.movementAxis.y;
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//
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// firstPersonController.isJumping = InputManager.isJumping;
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// firstPersonController.isRuning = InputManager.isRunning;
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// firstPersonController.m_MouseLook.ControllerHandMode = GameManager.Instance._playerData
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// .Player[GameManager.Instance._playerData.currentPlayerProfileIndex].controllerSetup;
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if (firstPersonController.isWater)
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{
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firstPersonController.m_WalkSpeed = walkingSpeed - Mathf.Abs(transform.position.y - 1f);
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firstPersonController.m_RunSpeed = firstPersonController.m_WalkSpeed;
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firstPersonController.m_WalkSpeed = Mathf.Clamp(firstPersonController.m_WalkSpeed, 0.7f, 2f);
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firstPersonController.m_RunSpeed = Mathf.Clamp(firstPersonController.m_RunSpeed, 0.8f, 2f);
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}
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else
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{
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firstPersonController.m_WalkSpeed = walkingSpeed;
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firstPersonController.m_RunSpeed = runningSpeed;
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}
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// firstPersonController.m_MouseLook.XSensitivity =
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// GameManager.Instance._playerData.Player[GameManager.Instance._playerData.currentPlayerProfileIndex]
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// .mouseSensitivity * GetPlayerHandPower();
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// firstPersonController.m_MouseLook.YSensitivity =
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// GameManager.Instance._playerData.Player[GameManager.Instance._playerData.currentPlayerProfileIndex]
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// .mouseSensitivity * GetPlayerHandPower();
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if (_player.CanChangeGear())
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{
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// if (InputManager.isShowSlot0)
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// {
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// nextShowSlotIndex = 0;
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// }
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//
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// if (InputManager.isShowSlot1)
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// {
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// nextShowSlotIndex = 1;
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// }
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//
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// if (InputManager.isShowSlot2)
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// {
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// nextShowSlotIndex = 2;
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// }
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//
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// if (InputManager.isShowSlot3)
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// {
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// nextShowSlotIndex = 3;
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// }
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//
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// if (InputManager.isShowSlot4)
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// {
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// nextShowSlotIndex = 4;
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// }
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if (nextShowSlotIndex != -1)
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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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} |