Files
Ultimate-Fishing-Simulator-…/Assets/Scripts/Assembly-CSharp/ECM2/Examples/ThirdPerson/ThirdPersonController.cs
2026-03-04 09:37:33 +08:00

141 lines
3.7 KiB
C#

using UnityEngine;
namespace ECM2.Examples.ThirdPerson
{
public class ThirdPersonController : MonoBehaviour
{
[Space(15f)]
public GameObject followTarget;
[Tooltip("The default distance behind the Follow target.")]
[SerializeField]
public float followDistance = 5f;
[Tooltip("The minimum distance to Follow target.")]
[SerializeField]
public float followMinDistance;
[Tooltip("The maximum distance to Follow target.")]
[SerializeField]
public float followMaxDistance = 10f;
[Space(15f)]
public bool invertLook = true;
[Tooltip("Mouse look sensitivity")]
public Vector2 mouseSensitivity = new Vector2(1f, 1f);
[Space(15f)]
[Tooltip("How far in degrees can you move the camera down.")]
public float minPitch = -80f;
[Tooltip("How far in degrees can you move the camera up.")]
public float maxPitch = 80f;
protected float _cameraYaw;
protected float _cameraPitch;
protected float _currentFollowDistance;
protected float _followDistanceSmoothVelocity;
protected Character _character;
public virtual void AddControlYawInput(float value)
{
_cameraYaw = MathLib.ClampAngle(_cameraYaw + value, -180f, 180f);
}
public virtual void AddControlPitchInput(float value, float minValue = -80f, float maxValue = 80f)
{
_cameraPitch = MathLib.ClampAngle(_cameraPitch + value, minValue, maxValue);
}
public virtual void AddControlZoomInput(float value)
{
followDistance = Mathf.Clamp(followDistance - value, followMinDistance, followMaxDistance);
}
protected virtual void UpdateCameraRotation()
{
_character.cameraTransform.rotation = Quaternion.Euler(_cameraPitch, _cameraYaw, 0f);
}
protected virtual void UpdateCameraPosition()
{
Transform cameraTransform = _character.cameraTransform;
_currentFollowDistance = Mathf.SmoothDamp(_currentFollowDistance, followDistance, ref _followDistanceSmoothVelocity, 0.1f);
cameraTransform.position = followTarget.transform.position - cameraTransform.forward * _currentFollowDistance;
}
protected virtual void UpdateCamera()
{
UpdateCameraRotation();
UpdateCameraPosition();
}
protected virtual void Awake()
{
_character = GetComponent<Character>();
}
protected virtual void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Vector3 eulerAngles = _character.cameraTransform.eulerAngles;
_cameraPitch = eulerAngles.x;
_cameraYaw = eulerAngles.y;
_currentFollowDistance = followDistance;
}
protected virtual void Update()
{
Vector2 vector = new Vector2
{
x = Input.GetAxisRaw("Horizontal"),
y = Input.GetAxisRaw("Vertical")
};
Vector3 vector2 = Vector3.zero;
vector2 += Vector3.right * vector.x;
vector2 += Vector3.forward * vector.y;
if ((bool)_character.cameraTransform)
{
vector2 = vector2.relativeTo(_character.cameraTransform, _character.GetUpVector());
}
_character.SetMovementDirection(vector2);
if (Input.GetKeyDown(KeyCode.LeftControl) || Input.GetKeyDown(KeyCode.C))
{
_character.Crouch();
}
else if (Input.GetKeyUp(KeyCode.LeftControl) || Input.GetKeyUp(KeyCode.C))
{
_character.UnCrouch();
}
if (Input.GetButtonDown("Jump"))
{
_character.Jump();
}
else if (Input.GetButtonUp("Jump"))
{
_character.StopJumping();
}
Vector2 vector3 = new Vector2
{
x = Input.GetAxisRaw("Mouse X"),
y = Input.GetAxisRaw("Mouse Y")
};
vector3 *= mouseSensitivity;
AddControlYawInput(vector3.x);
AddControlPitchInput(invertLook ? (0f - vector3.y) : vector3.y, minPitch, maxPitch);
float axisRaw = Input.GetAxisRaw("Mouse ScrollWheel");
AddControlZoomInput(axisRaw);
}
protected virtual void LateUpdate()
{
UpdateCamera();
}
}
}