Files
UltimateFishing/Assets/Scripts/Assembly-CSharp/uNature/Demo/UN_FirstPersonController.cs
2026-02-21 16:45:37 +08:00

204 lines
4.7 KiB
C#

using UnityEngine;
namespace uNature.Demo
{
[RequireComponent(typeof(AudioSource))]
[RequireComponent(typeof(CharacterController))]
public class UN_FirstPersonController : MonoBehaviour
{
[SerializeField]
private bool m_IsWalking;
[SerializeField]
private float m_WalkSpeed;
[SerializeField]
private float m_RunSpeed;
[Range(0f, 1f)]
[SerializeField]
private float m_RunstepLenghten;
[SerializeField]
private float m_JumpSpeed;
[SerializeField]
private float m_StickToGroundForce;
[SerializeField]
private float m_GravityMultiplier;
[SerializeField]
private UN_MouseLook m_MouseLook;
[SerializeField]
private bool m_UseFovKick;
[SerializeField]
private float m_StepInterval;
[SerializeField]
private AudioClip[] m_FootstepSounds;
[SerializeField]
private AudioClip m_JumpSound;
[SerializeField]
private AudioClip m_LandSound;
private Camera m_Camera;
private bool m_Jump;
private float m_YRotation;
private Vector2 m_Input;
private Vector3 m_MoveDir = Vector3.zero;
private CharacterController m_CharacterController;
private CollisionFlags m_CollisionFlags;
private bool m_PreviouslyGrounded;
private float m_StepCycle;
private float m_NextStep;
private bool m_Jumping;
private AudioSource m_AudioSource;
[HideInInspector]
public bool getInputsMouse = true;
private void Start()
{
m_CharacterController = GetComponent<CharacterController>();
m_Camera = Camera.main;
m_StepCycle = 0f;
m_NextStep = m_StepCycle / 2f;
m_Jumping = false;
m_AudioSource = GetComponent<AudioSource>();
m_MouseLook.Init(base.transform, m_Camera.transform);
if (m_CollisionFlags != CollisionFlags.None)
{
}
}
private void Update()
{
RotateView();
if (!m_Jump)
{
m_Jump = Input.GetButtonDown("Jump");
}
if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
{
PlayLandingSound();
m_MoveDir.y = 0f;
m_Jumping = false;
}
if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
{
m_MoveDir.y = 0f;
}
m_PreviouslyGrounded = m_CharacterController.isGrounded;
}
private void PlayLandingSound()
{
m_AudioSource.clip = m_LandSound;
m_AudioSource.Play();
m_NextStep = m_StepCycle + 0.5f;
}
private void FixedUpdate()
{
float speed;
GetInput(out speed);
Vector3 vector = base.transform.forward * m_Input.y + base.transform.right * m_Input.x;
RaycastHit hitInfo;
Physics.SphereCast(base.transform.position, m_CharacterController.radius, Vector3.down, out hitInfo, m_CharacterController.height / 2f);
vector = Vector3.ProjectOnPlane(vector, hitInfo.normal).normalized;
m_MoveDir.x = vector.x * speed;
m_MoveDir.z = vector.z * speed;
if (m_CharacterController.isGrounded)
{
m_MoveDir.y = 0f - m_StickToGroundForce;
if (m_Jump)
{
m_MoveDir.y = m_JumpSpeed;
PlayJumpSound();
m_Jump = false;
m_Jumping = true;
}
}
else
{
m_MoveDir += Physics.gravity * m_GravityMultiplier * Time.fixedDeltaTime;
}
m_CollisionFlags = m_CharacterController.Move(m_MoveDir * Time.fixedDeltaTime);
ProgressStepCycle(speed);
}
private void PlayJumpSound()
{
m_AudioSource.clip = m_JumpSound;
m_AudioSource.Play();
}
private void ProgressStepCycle(float speed)
{
if (m_CharacterController.velocity.sqrMagnitude > 0f && (m_Input.x != 0f || m_Input.y != 0f))
{
m_StepCycle += (m_CharacterController.velocity.magnitude + speed * ((!m_IsWalking) ? m_RunstepLenghten : 1f)) * Time.fixedDeltaTime;
}
if (m_StepCycle > m_NextStep)
{
m_NextStep = m_StepCycle + m_StepInterval;
PlayFootStepAudio();
}
}
private void PlayFootStepAudio()
{
if (m_CharacterController.isGrounded && m_FootstepSounds.Length != 0)
{
int num = Random.Range(1, m_FootstepSounds.Length);
m_AudioSource.clip = m_FootstepSounds[num];
m_AudioSource.PlayOneShot(m_AudioSource.clip);
m_FootstepSounds[num] = m_FootstepSounds[0];
m_FootstepSounds[0] = m_AudioSource.clip;
}
}
private void GetInput(out float speed)
{
float axis = Input.GetAxis("Horizontal");
float axis2 = Input.GetAxis("Vertical");
bool isWalking = m_IsWalking;
m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
speed = ((!m_IsWalking) ? m_RunSpeed : m_WalkSpeed);
m_Input = new Vector2(axis, axis2);
if (m_Input.sqrMagnitude > 1f)
{
m_Input.Normalize();
}
if (m_IsWalking != isWalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0f)
{
StopAllCoroutines();
}
}
private void RotateView()
{
if (getInputsMouse)
{
m_MouseLook.LookRotation(base.transform, m_Camera.transform);
}
}
}
}