更新相机设置
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@ -140,6 +140,7 @@ GameObject:
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- component: {fileID: 547432237}
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- component: {fileID: 547432237}
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- component: {fileID: 547432236}
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- component: {fileID: 547432236}
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- component: {fileID: 547432244}
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- component: {fileID: 547432244}
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- component: {fileID: 547432245}
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m_Layer: 0
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m_Layer: 0
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m_Name: FlyCamera
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m_Name: FlyCamera
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m_TagString: MainCamera
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m_TagString: MainCamera
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@ -354,6 +355,32 @@ MonoBehaviour:
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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animSpeed: 1
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animSpeed: 1
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--- !u!143 &547432245
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CharacterController:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 547432235}
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m_Material: {fileID: 0}
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m_IncludeLayers:
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serializedVersion: 2
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m_Bits: 0
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m_ExcludeLayers:
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serializedVersion: 2
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m_Bits: 0
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m_LayerOverridePriority: 0
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m_IsTrigger: 0
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m_ProvidesContacts: 0
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m_Enabled: 1
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serializedVersion: 3
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m_Height: 0.13
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m_Radius: 0.03
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m_SlopeLimit: 10
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m_StepOffset: 0.1
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m_SkinWidth: 0.0001
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m_MinMoveDistance: 0.001
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!1 &555070715
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--- !u!1 &555070715
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -22,11 +22,16 @@ public class FreeCameraController : MonoBehaviour
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private float yRotation = 0.0f;
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private float yRotation = 0.0f;
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public bool isMov = true;
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public bool isMov = true;
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public bool isRot = true;
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public bool isRot = true;
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CharacterController ctrlor;
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private void Awake()
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private void Awake()
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{
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{
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instance = this;
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instance = this;
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DontDestroyOnLoad(this);
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DontDestroyOnLoad(this);
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// Cm = GameObject.Find("Mcam");
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ctrlor = GetComponent<CharacterController>();
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Global.appSetting.MouseMoveSpeed.RegisterWithInitValue(v => rotateSpeed = v);
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Global.appSetting.MouseMoveSpeed.RegisterWithInitValue(v => rotateSpeed = v);
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}
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}
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@ -53,15 +58,55 @@ public class FreeCameraController : MonoBehaviour
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{
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{
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if (isMov)
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if (isMov)
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{
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{
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// 相机移动
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//// 相机移动
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float horizontal = Input.GetAxis("Horizontal") * moveSpeed * Time.deltaTime;
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//float horizontal = Input.GetAxis("Horizontal") * moveSpeed * Time.deltaTime;
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float vertical = Input.GetAxis("Vertical") * moveSpeed * Time.deltaTime;
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//float vertical = Input.GetAxis("Vertical") * moveSpeed * Time.deltaTime;
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Vector3 move = transform.right * horizontal + transform.forward * vertical;
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//Vector3 move = transform.right * horizontal + transform.forward * vertical;
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transform.position += move;
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//transform.position += move;
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//添加相机QE上下移动功能
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transform.position+= GetInputTranslationDirection()*0.01f;
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//W键前进
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if (Input.GetKey(KeyCode.W))
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{
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Vector3 forward = transform.TransformDirection(Vector3.forward);
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ctrlor.Move(forward * moveSpeed * Time.deltaTime);
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}
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//S键后退
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if (Input.GetKey(KeyCode.S))
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{
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Vector3 back = transform.TransformDirection(Vector3.back);
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ctrlor.Move(back * moveSpeed * Time.deltaTime);
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}
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//A键移动
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if (Input.GetKey(KeyCode.A))
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{
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Vector3 left = transform.TransformDirection(Vector3.left);
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ctrlor.Move(left * moveSpeed * Time.deltaTime);
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}
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//D键后退
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if (Input.GetKey(KeyCode.D) && gameObject.transform.position.y > 0)
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{
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Vector3 right = transform.TransformDirection(Vector3.right);
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ctrlor.Move(right * moveSpeed * Time.deltaTime);
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}
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//E键升高
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if (Input.GetKey(KeyCode.Q))
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{
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Vector3 upward = transform.TransformDirection(Vector3.up);
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ctrlor.Move(upward * moveSpeed * Time.deltaTime);
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}
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//E键升高
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if (Input.GetKey(KeyCode.E))
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{
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Vector3 down = transform.TransformDirection(Vector3.down);
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ctrlor.Move(down * moveSpeed * Time.deltaTime);
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}
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////添加相机QE上下移动功能
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//transform.position+= GetInputTranslationDirection()*0.01f;
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}
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}
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if (isRot)
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if (isRot)
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