427 lines
15 KiB
C#
427 lines
15 KiB
C#
using System.Collections.Generic;
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using Fantasy;
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using Fantasy.Entitas;
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using Fantasy.Entitas.Interface;
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using Fantasy.Helper;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using Log = NBC.Log;
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namespace NBF.Fishing2
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{
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[System.Serializable]
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public struct MoveState
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{
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public Vector3 startPosition; // 开始移动时的位置
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public Vector3 moveDirection; // 移动方向(标准化向量)
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public float moveSpeed; // 移动速度
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public bool isMoving; // 是否正在移动
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public double serverTimestamp; // 服务器时间戳
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}
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public class CharacterControllerComponent : Entity
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{
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public bool IsSelf;
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public bool Run;
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public CharacterController characterController;
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public PlayerModelAsset PlayerModelAsset;
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public readonly Queue<MoveState> MoveStateQueue = new Queue<MoveState>();
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public Transform transform => characterController.transform;
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private MoveState currentMoveState;
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// private Vector3 networkFacingDirection;
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// 添加目标位置和旋转用于插值
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private Vector3 targetPosition;
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private Quaternion targetRotation;
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// 插值平滑参数
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public float positionLerpSpeed = 10f;
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public float rotationLerpSpeed = 10f;
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private float currentSpeed = 0f;
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private float acceleration = 10f; // 加速度
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/// <summary>
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/// 重力加速度
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/// </summary>
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private float gravity = 9.81f;
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private Vector3 currentVelocity = Vector3.zero;
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private float verticalVelocity = 0f;
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private float groundedGravity = -0.5f; // 小的向下力确保角色保持在地面
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private float airControl = 0.5f; // 空中控制系数
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#region System
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public class MoveComponentDestroySystem : DestroySystem<CharacterControllerComponent>
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{
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protected override void Destroy(CharacterControllerComponent self)
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{
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self.characterController = null;
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self.IsSelf = false;
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self.Run = false;
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var mapUnit = self.Parent as MapUnit;
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if (mapUnit.IsSelf())
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{
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var inputComponent = self.Scene.GetComponent<InputComponent>();
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if (inputComponent != null)
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{
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inputComponent.OnPlayerPerformed -= self.OnPlayerCanceled;
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inputComponent.OnPlayerPerformed -= self.OnPlayerPerformed;
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inputComponent.OnPlayerValueCanceled -= self.OnPlayerValueCanceled;
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inputComponent.OnPlayerValuePerformed -= self.OnPlayerValuePerformed;
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}
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}
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self.PlayerModelAsset = null;
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}
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}
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public class MoveComponentAwakeSystem : AwakeSystem<CharacterControllerComponent>
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{
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protected override void Awake(CharacterControllerComponent self)
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{
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var unitUnityComponent = self.Parent.GetComponent<UnitUnityComponent>();
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self.PlayerModelAsset = unitUnityComponent.ModelAsset;
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self.characterController = unitUnityComponent.GameObject.GetComponent<CharacterController>();
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self.lastSyncedFacing = self.characterController.transform.forward;
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// 初始化目标位置和旋转
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self.targetPosition = self.characterController.transform.position;
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self.targetRotation = self.characterController.transform.rotation;
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self.characterController.enabled = true;
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var mapUnit = self.Parent as MapUnit;
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if (mapUnit.IsSelf())
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{
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self.IsSelf = true;
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var inputComponent = self.Scene.GetComponent<InputComponent>();
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inputComponent.OnPlayerPerformed += self.OnPlayerCanceled;
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inputComponent.OnPlayerPerformed += self.OnPlayerPerformed;
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inputComponent.OnPlayerValueCanceled += self.OnPlayerValueCanceled;
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inputComponent.OnPlayerValuePerformed += self.OnPlayerValuePerformed;
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}
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}
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}
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public class MoveComponentUpdateSystem : UpdateSystem<CharacterControllerComponent>
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{
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protected override void Update(CharacterControllerComponent self)
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{
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self.ProcessMoveStates();
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self.CheckRotationSync();
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// 插值更新位置和旋转
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self.InterpolatePositionAndRotation();
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var mapUnit = self.Parent as MapUnit;
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mapUnit.Position = self.characterController.transform.position;
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mapUnit.Rotation = self.characterController.transform.rotation;
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var f = mapUnit.Forward;
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}
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}
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#endregion
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#region Input
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private void OnPlayerPerformed(string action)
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{
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if (action == InputDef.Player.Run)
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{
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Run = true;
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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 == InputDef.Player.Run)
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{
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Run = false;
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}
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}
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private void OnPlayerValueCanceled(InputAction.CallbackContext context)
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{
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var name = context.action.name;
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if (name == InputDef.Player.Move)
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{
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var v2 = context.ReadValue<Vector2>();
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SendMoveMessage(v2, true);
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}
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}
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private void OnPlayerValuePerformed(InputAction.CallbackContext context)
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{
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// var mapUnit = Parent as MapUnit;
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// Log.Info($"OnPlayerValuePerformed IsSelf={mapUnit.IsSelf()} id={mapUnit.Id}");
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var name = context.action.name;
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if (name == InputDef.Player.Move)
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{
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var v2 = context.ReadValue<Vector2>();
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SendMoveMessage(v2, false);
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}
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else if (name == InputDef.Player.Look)
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{
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var v2 = context.ReadValue<Vector2>();
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UpdatePlayerRotation(v2);
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}
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}
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#endregion
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#region Message
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private void SendMoveMessage(Vector3 movementInput, bool isStop = false)
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{
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var mapUnit = Parent as MapUnit;
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Vector3 movementDirection = Vector3.zero;
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// 发送本地相对坐标而不是世界坐标
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if (!isStop)
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{
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movementDirection = new Vector3(movementInput.x, 0, movementInput.y);
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}
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Net.Send(new C2Map_Move()
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{
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Direction = movementDirection.ToVector3Info(),
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IsStop = isStop,
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IsRun = Run,
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Timestamp = TimeHelper.Now,
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Position = mapUnit.Position.ToVector3Info(),
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Rotation = mapUnit.Forward.ToVector3Info(),
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});
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}
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private void SendLookMessage()
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{
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Log.Info("发送朝向同步消息");
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Net.Send(new C2Map_Look()
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{
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Rotation = characterController.transform.forward.ToVector3Info(),
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Timestamp = TimeHelper.Now
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});
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}
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/// <summary>
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/// 接收服务器移动开始通知
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/// </summary>
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/// <param name="startPosition"></param>
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/// <param name="moveDirection"></param>
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/// <param name="speed"></param>
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/// <param name="timestamp"></param>
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public void OnServerStartMove(Vector3 startPosition, Vector3 moveDirection, float speed, double timestamp)
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{
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MoveState moveState = new MoveState
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{
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startPosition = startPosition,
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moveDirection = moveDirection.normalized,
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moveSpeed = speed,
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isMoving = true,
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serverTimestamp = timestamp
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};
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MoveStateQueue.Enqueue(moveState);
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Log.Info($"MoveStateQueue Count={MoveStateQueue.Count}");
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}
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/// <summary>
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/// 接收服务器移动停止通知
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/// </summary>
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/// <param name="finalPosition"></param>
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/// <param name="timestamp"></param>
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public void OnServerStopMove(Vector3 finalPosition, double timestamp)
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{
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MoveState moveState = new MoveState
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{
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startPosition = finalPosition,
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moveDirection = Vector3.zero,
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moveSpeed = 0f,
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isMoving = false,
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serverTimestamp = timestamp
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};
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MoveStateQueue.Enqueue(moveState);
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Log.Info($"MoveStateQueue Count={MoveStateQueue.Count}");
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}
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public void OnServerLook(Vector3 rotation, double timestamp)
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{
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// 设置目标旋转用于插值
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targetRotation = Quaternion.LookRotation(rotation);
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}
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#endregion
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#region Move
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private void ProcessMoveStates()
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{
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// 只有在当前状态不是移动状态时,才处理下一个状态
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if (MoveStateQueue.Count > 0)
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{
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currentMoveState = MoveStateQueue.Dequeue();
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if (currentMoveState.isMoving)
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{
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StartMovement(currentMoveState);
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}
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else
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{
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StopMovement(currentMoveState);
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}
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}
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// 如果正在移动,持续更新
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if (currentMoveState.isMoving)
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{
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UpdateMovement();
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}
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}
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private void StartMovement(MoveState moveState)
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{
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targetPosition = moveState.startPosition;
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Debug.Log($"开始移动 - 位置: {moveState.startPosition}");
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}
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private void StopMovement(MoveState moveState)
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{
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targetPosition = moveState.startPosition;
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Debug.Log($"停止移动 - 最终位置: {moveState.startPosition}");
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}
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private void UpdateMovement()
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{
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// 将本地相对方向转换为世界方向
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Vector3 localDirection = currentMoveState.moveDirection;
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Vector3 characterRight = Vector3.ProjectOnPlane(characterController.transform.right, Vector3.up).normalized;
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Vector3 characterForward = Vector3.ProjectOnPlane(characterController.transform.forward, Vector3.up).normalized;
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Vector3 movementDirection = characterForward * localDirection.z + characterRight * localDirection.x;
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float targetSpeed = currentMoveState.moveSpeed;
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// 平滑加速
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if (movementDirection.magnitude > 0.1f)
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{
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currentSpeed = Mathf.Lerp(currentSpeed, targetSpeed, acceleration * Time.deltaTime);
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}
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else
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{
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currentSpeed = Mathf.Lerp(currentSpeed, 0f, acceleration * 2f * Time.deltaTime);
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}
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// 处理重力
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if (characterController.isGrounded)
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{
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verticalVelocity = groundedGravity;
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// 地面移动 - 完全控制
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currentVelocity = Vector3.Lerp(currentVelocity, movementDirection.normalized * currentSpeed,
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acceleration * Time.deltaTime);
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}
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else
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{
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verticalVelocity -= gravity * Time.deltaTime;
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// 空中移动 - 有限控制
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Vector3 targetAirVelocity = movementDirection.normalized * currentSpeed * airControl;
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currentVelocity = Vector3.Lerp(currentVelocity,
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new Vector3(targetAirVelocity.x, currentVelocity.y, targetAirVelocity.z),
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acceleration * Time.deltaTime);
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}
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// 组合移动
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Vector3 totalMovement = currentVelocity * Time.deltaTime;
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totalMovement.y = verticalVelocity * Time.deltaTime;
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Log.Info($"移动=== Id={Parent.Id} 位置: {characterController.transform.position} 移动量: {totalMovement}");
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characterController.Move(totalMovement);
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}
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// 添加位置和旋转插值方法
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private void InterpolatePositionAndRotation()
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{
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// 只对非本地玩家进行插值
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if (!IsSelf)
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{
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// 插值位置
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// characterController.transform.position = Vector3.Lerp(
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// characterController.transform.position,
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// targetPosition,
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// positionLerpSpeed * Time.deltaTime);
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// 插值旋转 - 使用更平滑的插值方法
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characterController.transform.rotation = Quaternion.Slerp(
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characterController.transform.rotation,
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targetRotation,
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rotationLerpSpeed * Time.deltaTime);
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}
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}
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#endregion
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#region Look
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public float rotationSyncInterval = 0.15f;
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public float minRotationChange = 10f;
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private Vector3 _rotationInput = Vector3.zero;
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private float rotationSyncTimer;
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private Vector3 lastSyncedFacing;
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private bool isRotating = false;
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[Tooltip("视角旋转敏感度")] public Vector2 sensitivity = new Vector2(0.015f, 0.015f);
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private void UpdatePlayerRotation(Vector2 lookValue)
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{
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// Look
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Vector2 lookInput = lookValue * sensitivity;
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// 处理水平旋转 (Yaw)
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if (lookInput.x != 0.0f)
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{
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_rotationInput.y += lookInput.x;
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isRotating = true;
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}
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// 应用旋转到角色和相机
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if (_rotationInput != Vector3.zero)
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{
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characterController.transform.rotation *= Quaternion.Euler(0, _rotationInput.y, 0);
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_rotationInput = Vector3.zero;
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}
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}
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// 检查朝向同步
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private void CheckRotationSync()
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{
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if (!IsSelf) return;
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rotationSyncTimer += Time.deltaTime;
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if (rotationSyncTimer >= rotationSyncInterval)
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{
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float angleChange = Vector3.Angle(transform.forward, lastSyncedFacing);
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// 修改:即使在旋转中也定期同步朝向,避免累积误差
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if (angleChange >= minRotationChange || isRotating)
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{
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SendLookMessage();
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lastSyncedFacing = transform.forward;
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rotationSyncTimer = 0f;
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isRotating = false;
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}
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}
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}
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#endregion
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}
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} |