303 lines
9.6 KiB
C#
303 lines
9.6 KiB
C#
using RootMotion.FinalIK;
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using UnityEngine;
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namespace NBF
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{
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/// <summary>
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///
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/// </summary>
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public class PlayerLocalMover : PlayerDriveBase
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{
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public LayerMask interactableLayer;
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public LookAtIK lookAtIK; // 挂在背部上的 LookAtIK 脚本
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public float aimDistance = 1.5f; // 目标点离相机多远
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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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/// <summary>
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/// 基础移动速度
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/// </summary>
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private const float MoveSpeed = 3f;
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/// <summary>
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/// 冲刺速度
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/// </summary>
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private const float SprintSpeed = 5f;
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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 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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private float verticalVelocity = 0f;
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private Vector3 currentVelocity = Vector3.zero;
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private float currentSpeed = 0f;
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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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public float minPitch = -40.0f;
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public float maxPitch = 75.0f;
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public float boatMaxPitch = 60;
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private float _cameraPitch;
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private Vector3 _rotationInput = Vector3.zero;
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private bool _isRun;
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[HideInInspector] public int nextShowSlotIndex = -1;
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protected override void OnStart()
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{
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lookAtIK = Character.gameObject.GetComponent<LookAtIK>();
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lookTarget = new GameObject("SpineLookTarget").transform;
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lookTarget.SetParent(Character.transform);
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interactableLayer = LayerMask.GetMask("Interactive");
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InputManager.OnPlayerCanceled += OnPlayerCanceled;
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InputManager.OnPlayerPerformed += OnPlayerPerformed;
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}
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protected override void OnUpdate()
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{
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UpdateGear();
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InteractiveCheck();
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}
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protected override void OnLateUpdate()
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{
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UpdatePlayerHandView();
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}
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protected override void OnFixedUpdate()
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{
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UpdatePlayerPosition();
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UpdatePlayerRotation();
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}
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public override 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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#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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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 事件输入
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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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_isRun = 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 == "Run")
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{
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_isRun = false;
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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 交互检测
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private RaycastHit hitInfo;
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private bool isHit;
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private readonly float _interactionDistance = 8f;
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private InteractiveObject _lastInteractiveObject;
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private void InteractiveCheck()
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{
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if (Player.NowBoat)
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{
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SetInteractiveObject(null);
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return;
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}
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if (Player && Player.Fsm.CurrentStateId == States.Player.Idle)
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{
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// 从屏幕中心发射射线
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Ray ray = BaseCamera.Main.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
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isHit = Physics.Raycast(ray, out hitInfo, _interactionDistance, interactableLayer);
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// 检测到可交互物体时
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if (isHit)
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{
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var interactiveObject = hitInfo.transform.gameObject.GetComponent<InteractiveObject>();
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if (interactiveObject != null)
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{
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SetInteractiveObject(interactiveObject);
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return;
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}
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}
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}
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SetInteractiveObject(null);
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}
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private void SetInteractiveObject(InteractiveObject interactiveObject)
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{
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if (_lastInteractiveObject != interactiveObject)
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{
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_lastInteractiveObject = interactiveObject;
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InputManager.Instance.OnInteractiveObject(_lastInteractiveObject);
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}
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}
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#endregion
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#region 肩膀控制
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private void UpdatePlayerHandView()
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{
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var cameraTransform = BaseCamera.Main.transform;
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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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#endregion
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#region 位移和旋转控制
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private void UpdatePlayerPosition()
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{
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Vector2 movementInput = InputManager.GetMovementInput();
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if (Player.NowBoat)
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{
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Player.NowBoat.BoatInput(movementInput);
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return;
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}
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Vector3 movementDirection = Vector3.zero;
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movementDirection += Vector3.forward * movementInput.y;
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movementDirection += Vector3.right * movementInput.x;
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movementDirection = movementDirection.relativeTo(BaseCamera.Main.transform, Character.transform.up);
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// 计算目标速度
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float targetSpeed = _isRun ? SprintSpeed : 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 (Character.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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Character.CollisionFlags = Character.CharacterController.Move(totalMovement);
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}
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private void UpdatePlayerRotation()
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{
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// Look
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Vector2 lookInput = InputManager.GetLookInput() * sensitivity;
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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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}
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AddControlPitchInput(-lookInput.y, minPitch, Player.NowBoat ? boatMaxPitch : maxPitch);
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Player.CameraRoot.transform.localRotation = Quaternion.Euler(_cameraPitch, 0.0f, 0.0f);
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if (_rotationInput != Vector3.zero)
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{
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Character.CharacterController.transform.rotation *= Quaternion.Euler(_rotationInput);
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_rotationInput = Vector3.zero;
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}
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}
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/// <summary>
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/// 添加输入(影响俯仰)。
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/// 此操作应用于相机父级的本地旋转。
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/// </summary>
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private void AddControlPitchInput(float value, float minPitch = -40.0f, float maxPitch = 70.0f)
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{
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if (value != 0.0f)
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_cameraPitch = VectorUtil.ClampAngle(_cameraPitch + value, minPitch, maxPitch);
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}
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#endregion
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}
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} |