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C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using KinematicCharacterController;
using KinematicCharacterController.Examples;
using System.Linq;
namespace KinematicCharacterController.Walkthrough.NoClipState
{
public class MyPlayer : MonoBehaviour
{
public ExampleCharacterCamera OrbitCamera;
public Transform CameraFollowPoint;
public MyCharacterController Character;
private const string MouseXInput = "Mouse X";
private const string MouseYInput = "Mouse Y";
private const string MouseScrollInput = "Mouse ScrollWheel";
private const string HorizontalInput = "Horizontal";
private const string VerticalInput = "Vertical";
private void Start()
{
// Cursor.lockState = CursorLockMode.Locked;
// Tell camera to follow transform
OrbitCamera.SetFollowTransform(CameraFollowPoint);
// Ignore the character's collider(s) for camera obstruction checks
OrbitCamera.IgnoredColliders.Clear();
OrbitCamera.IgnoredColliders.AddRange(Character.GetComponentsInChildren<Collider>());
playerCharacterInputs.NoClipDown = true;
}
PlayerCharacterInputs playerCharacterInputs = new PlayerCharacterInputs();
private void Update()
{
//if (Input.GetMouseButton(0))
//{
// Cursor.lockState =CursorLockMode.None;
//}
Cursor.visible = true;
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HandleCharacterInput();
}
private int maxView = 80;
private int minView = 10;
private float slideSpeed = 20;
private void LateUpdate()
{
//<2F><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><E2B0B4>(<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)
//float mouseCenter = Input.GetAxis("Mouse ScrollWheel");
//if (mouseCenter < 0)
//{
// if (OrbitCamera.transform.GetComponent<Camera>().fieldOfView <= maxView) {
// OrbitCamera.transform.GetComponent<Camera>().fieldOfView += 10 * slideSpeed * Time.deltaTime;
// }
// //mouseCenter >0 = <20><><EFBFBD><EFBFBD> <20><>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD>,<2C>Ŵ<EFBFBD><C5B4><EFBFBD>ͷ
//}
//else if (mouseCenter > 0) {
// if (OrbitCamera.transform.GetComponent<Camera>().fieldOfView >= minView)
// {
// OrbitCamera.transform.GetComponent<Camera>().fieldOfView -= 10 * slideSpeed * Time.deltaTime;
// }
// }
//<2F><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD>
HandleCameraInput();
}
private float _zoomSpeed = 1.6f;// 80.0f;
public float _ZoomSpeed { get => _zoomSpeed /** ZXK.GYJQR.GameManager.Instance._CurMouseFlexible*/; }
private float _minZoom = 5.0f;
private float _maxZoom = 100f;
private void HandleCameraInput()
{
// Create the look input vector for the camera
//float mouseLookAxisUp = Input.GetAxisRaw(MouseYInput);
//float mouseLookAxisRight = Input.GetAxisRaw(MouseXInput);
float mouseLookAxisUp = 0;
float mouseLookAxisRight = 0;
if (CG.UTility.PopUpMng._TriAble)
{
mouseLookAxisUp = Input.GetAxis(MouseYInput);
mouseLookAxisRight = Input.GetAxis(MouseXInput);
}
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if (Input.GetKey(KeyCode.Mouse1))
{
Vector3 lookInputVector = new Vector3(mouseLookAxisRight, mouseLookAxisUp, 0f);
float scrollInput = 0;
OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector);
OrbitCamera.TargetDistance = 0;
}
// Prevent moving the camera while the cursor isn't locked
//if (Cursor.lockState != CursorLockMode.Locked)
//{
// lookInputVector = Vector3.zero;
//}
// Input for zooming the camera (disabled in WebGL because it can cause problems)
// float scrollInput = -Input.GetAxis(MouseScrollInput);
// float scrollInput = 0;
// float scrollInput = 0;
//#if UNITY_WEBGL
// scrollInput = 0f;
//#endif
//<2F><>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD>0
// WDebug.Log("scrollInput!!!!!" + scrollInput);
// Apply inputs to the camera
// OrbitCamera.UpdateWithInput(Time.deltaTime, scrollInput, lookInputVector);
// Handle toggling zoom level
// <20><><EFBFBD><EFBFBD><EFBFBD>Ҽ<EFBFBD><D2BC><EFBFBD><EFBFBD><EFBFBD>ֵ 0-6
//if (Input.GetMouseButtonDown(1))
//{
// WDebug.Log("?????");
// OrbitCamera.TargetDistance = (OrbitCamera.TargetDistance == 0f) ? OrbitCamera.DefaultDistance : 0f;
// WDebug.Log(OrbitCamera.TargetDistance+"????????????????????");
//}
//<2F><>Զ<EFBFBD><D4B6>0
// OrbitCamera.TargetDistance = 0;
}
private void HandleCharacterInput()
{
PlayerCharacterInputs characterInputs = new PlayerCharacterInputs();
//<2F><><EFBFBD><EFBFBD><E2B0B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
characterInputs.MoveAxisForward = Input.GetAxisRaw(VerticalInput);
characterInputs.MoveAxisRight = Input.GetAxisRaw(HorizontalInput);
characterInputs.JumpHeld = Input.GetKey(KeyCode.Q);
characterInputs.CrouchHeld = Input.GetKey(KeyCode.E);
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characterInputs.CameraRotation = OrbitCamera.Transform.rotation;
// characterInputs.JumpDown = Input.GetKeyDown(KeyCode.Space);
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// characterInputs.CrouchDown = Input.GetKeyDown(KeyCode.C);
// characterInputs.CrouchUp = Input.GetKeyUp(KeyCode.C);
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// characterInputs.NoClipDown = Input.GetKeyUp(KeyCode.Q);
// Apply inputs to character
Character.SetInputs(ref characterInputs);
}
}
}