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Merge branch 'main' of http://139.155.244.27:822/LSR/gouhuo

# Conflicts:
#	SFGgouhuo/Assets/GameResources/Player/PlayerArmature.prefab
#	SFGgouhuo/Assets/Scripts/MoveController.cs
DESKTOP-5BUCSUT\LSR 1 anno fa
parent
commit
19b9a6759c

+ 110 - 110
SFGgouhuo/Assets/Bundles/Model/player1.prefab

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 MonoBehaviour:
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   m_Component:
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+  m_Layer: 6
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@@ -7740,7 +7740,7 @@ GameObject:
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   m_Component:
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   m_Component:
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+  m_Layer: 6
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   serializedVersion: 6
   m_Component:
   - component: {fileID: 7482771687543571523}
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+  m_Layer: 6
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   m_Component:
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-  m_Layer: 0
+  m_Layer: 6
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@@ -8083,7 +8083,7 @@ GameObject:
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   m_Component:
   - component: {fileID: 5530727625027662349}
-  m_Layer: 0
+  m_Layer: 6
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@@ -8181,7 +8181,7 @@ GameObject:
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   m_Component:
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-  m_Layer: 0
+  m_Layer: 6
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   m_Component:
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+  m_Layer: 6
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   m_Icon: {fileID: 0}
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   m_Component:
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@@ -8304,7 +8304,7 @@ GameObject:
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-  m_Layer: 0
+  m_Layer: 6
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@@ -8645,7 +8645,7 @@ GameObject:
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   m_Component:
   - component: {fileID: 5364629262909589309}
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@@ -8767,7 +8767,7 @@ GameObject:
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@@ -9692,7 +9692,7 @@ GameObject:
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@@ -9722,7 +9722,7 @@ GameObject:
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   m_Icon: {fileID: 0}
@@ -9757,7 +9757,7 @@ GameObject:
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@@ -9788,7 +9788,7 @@ GameObject:
   serializedVersion: 6
   m_Component:
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-  m_Layer: 0
+  m_Layer: 6
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   m_Icon: {fileID: 0}
@@ -10025,7 +10025,7 @@ GameObject:
   serializedVersion: 6
   m_Component:
   - component: {fileID: 2176477396084488377}
-  m_Layer: 0
+  m_Layer: 6
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   m_TagString: Untagged
   m_Icon: {fileID: 0}

+ 57 - 63
SFGgouhuo/Assets/Bundles/Scenes/MainScene.unity

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---- !u!65 &52807559
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@@ -1679,9 +1679,10 @@ BoxCollider:
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-  m_Center: {x: 0, y: 1.0587912e-22, z: 0.000000007450582}
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---- !u!65 &80969451
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---- !u!65 &715160799
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@@ -37817,9 +37821,10 @@ BoxCollider:
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@@ -45109,8 +45114,7 @@ GameObject:
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   - component: {fileID: 1098157563}
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-  - component: {fileID: 1098157565}
-  - component: {fileID: 1098157564}
+  - component: {fileID: 1098157561}
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@@ -45132,6 +45136,20 @@ Transform:
   m_Father: {fileID: 543450653546438415}
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+--- !u!64 &1098157561
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---- !u!65 &1782080160
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@@ -81906,8 +81899,8 @@ GameObject:
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+ 78 - 33
SFGgouhuo/Assets/GameResources/Player/AnimatorController.cs

@@ -1,24 +1,21 @@
-using System.Collections;
-using System.Collections.Generic;
 using UnityEngine;
-using UnityEngine.Serialization;
-using Quaternion = System.Numerics.Quaternion;
 
 public class AnimatorController : MonoBehaviour
 {
     [Header("Input")]
     public float speed;
     public bool jump;
-    
+
     [Header("Player")]
     public float walkSpeed = 2.0f;
     public float runSpeed = 6.0f;
-    [Range(0f,1f)]
+
+    [Range(0f, 1f)]
     public float freeLookRange;
     public Transform head;
     public Transform lookAtTarget;
     public Camera playerCamera;
-    
+
     [Space(10)]
     [Header("Jump")]
     //滞空后开始下落动画时间
@@ -30,22 +27,26 @@ public class AnimatorController : MonoBehaviour
     public float groundedOffset = -0.14f;
     public float groundedRadius = 0.28f;
     public bool grounded = true;
-    
+
     //脚步声
     public AudioClip landingAudioClip;
     public AudioClip[] footstepAudioClips;
-    [Range(0, 1)] public float footstepAudioVolume = 0.5f;
-    
+
+    [Range(0, 1)]
+    public float footstepAudioVolume = 0.5f;
+
     private Animator _animator;
     private bool _hasAnimator;
+
     // animation IDs
     private int _animIDSpeed;
     private int _animIDGrounded;
     private int _animIDJump;
     private int _animIDFreeFall;
+
     // 滞空时间
     private float _fallTimeoutTimer;
-    
+
     void Start()
     {
         _animIDSpeed = Animator.StringToHash("Speed");
@@ -53,7 +54,8 @@ public class AnimatorController : MonoBehaviour
         _animIDJump = Animator.StringToHash("Jump");
         _animIDFreeFall = Animator.StringToHash("FreeFall");
         _hasAnimator = TryGetComponent(out _animator);
-        if(playerCamera==null) playerCamera=Camera.main;
+        if (playerCamera == null)
+            playerCamera = Camera.main;
     }
 
     // Update is called once per frame
@@ -64,8 +66,8 @@ public class AnimatorController : MonoBehaviour
         Move();
         LookAtTarget();
     }
-    
-     private void JumpAndGravity()
+
+    private void JumpAndGravity()
     {
         if (grounded)
         {
@@ -73,7 +75,7 @@ public class AnimatorController : MonoBehaviour
             _fallTimeoutTimer = FallTimeout;
 
             // 动画设为非空中状态
-            if (_hasAnimator )
+            if (_hasAnimator)
             {
                 _animator.SetBool(_animIDJump, false);
                 _animator.SetBool(_animIDFreeFall, false);
@@ -87,36 +89,58 @@ public class AnimatorController : MonoBehaviour
                 {
                     _animator.SetBool(_animIDJump, true);
                 }
-                
             }
             jump = false;
         }
         else
         {
             // 计算滞空时间
-            if (_fallTimeoutTimer >= 0.0f)
+            if (_fallTimeoutTimer >= 0f)
             {
                 _fallTimeoutTimer -= Time.deltaTime;
+                //Debug.Log(_fallTimeoutTimer);
             }
             else
             {
                 // 滞空结束,开始播放下落动画
                 if (_hasAnimator)
                 {
-                   _animator.SetBool(_animIDFreeFall, true);
+                    //if (GroundedHeight() > 0.3f)
+                    _animator.SetBool(_animIDFreeFall, true);
                 }
             }
             jump = false;
         }
     }
-     
+
+    float GroundedHeight()
+    {
+        RaycastHit hit;
+        if (Physics.Raycast(transform.position, -transform.up, out hit, 100, groundLayers))
+        {
+            return hit.distance;
+        }
+        else
+        {
+            return 0;
+        }
+    }
+
     // 检查指定位置的球体与地面接触,判断是否接地
     private void GroundedCheck()
     {
-        
-        Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - groundedOffset, transform.position.z);
-        grounded = Physics.CheckSphere(spherePosition, groundedRadius, groundLayers, QueryTriggerInteraction.Ignore);
-        
+        Vector3 spherePosition = new Vector3(
+            transform.position.x,
+            transform.position.y - groundedOffset,
+            transform.position.z
+        );
+        grounded = Physics.CheckSphere(
+            spherePosition,
+            groundedRadius,
+            groundLayers,
+            QueryTriggerInteraction.Ignore
+        );
+
         if (_hasAnimator)
         {
             _animator.SetBool(_animIDGrounded, grounded);
@@ -125,14 +149,14 @@ public class AnimatorController : MonoBehaviour
 
     private void Move()
     {
-        float animSpeed=0f;
+        float animSpeed = 0f;
         if (_hasAnimator)
         {
             if (speed >= 0 && speed <= walkSpeed)
             {
                 animSpeed = RemapNum(speed, 0f, walkSpeed, 0f, 2f);
             }
-            if (speed >walkSpeed)
+            if (speed > walkSpeed)
             {
                 speed = Mathf.Clamp(speed, 0f, 6.0f);
                 animSpeed = RemapNum(speed, walkSpeed, runSpeed, 2f, 6f);
@@ -146,14 +170,22 @@ public class AnimatorController : MonoBehaviour
         Vector3 cameraForward = playerCamera.transform.forward;
         if (Vector3.Dot(cameraForward, head.forward) < freeLookRange)
         {
-            lookAtTarget.position = Vector3.Lerp(lookAtTarget.position ,head.position + head.forward,0.1f);
+            lookAtTarget.position = Vector3.Lerp(
+                lookAtTarget.position,
+                head.position + head.forward,
+                0.1f
+            );
         }
         else
         {
-            lookAtTarget.position =Vector3.Lerp(lookAtTarget.position ,head.position + cameraForward,0.1f); 
+            lookAtTarget.position = Vector3.Lerp(
+                lookAtTarget.position,
+                head.position + cameraForward,
+                0.1f
+            );
         }
     }
-    
+
     private float RemapNum(float input, float oldMin, float oldMax, float newMin, float newMax)
     {
         float result = (newMax - newMin) / (oldMax - oldMin) * (input - oldMin) + newMin;
@@ -166,13 +198,22 @@ public class AnimatorController : MonoBehaviour
         Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
         Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
 
-        if (grounded) Gizmos.color = transparentGreen;
-        else Gizmos.color = transparentRed;
+        if (grounded)
+            Gizmos.color = transparentGreen;
+        else
+            Gizmos.color = transparentRed;
 
         // when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
-        Gizmos.DrawSphere(new Vector3(transform.position.x, transform.position.y - groundedOffset, transform.position.z), groundedRadius);
+        Gizmos.DrawSphere(
+            new Vector3(
+                transform.position.x,
+                transform.position.y - groundedOffset,
+                transform.position.z
+            ),
+            groundedRadius
+        );
     }
-    
+
     private void OnFootstep(AnimationEvent animationEvent)
     {
         if (animationEvent.animatorClipInfo.weight > 0.5f)
@@ -180,7 +221,11 @@ public class AnimatorController : MonoBehaviour
             if (footstepAudioClips.Length > 0)
             {
                 var index = Random.Range(0, footstepAudioClips.Length);
-                AudioSource.PlayClipAtPoint(footstepAudioClips[index], transform.transform.position, footstepAudioVolume);
+                AudioSource.PlayClipAtPoint(
+                    footstepAudioClips[index],
+                    transform.transform.position,
+                    footstepAudioVolume
+                );
             }
         }
     }

+ 36 - 1
SFGgouhuo/Assets/Resources/ShoesShow.json

@@ -1 +1,36 @@
-[120903,120902,120901,120704,120703,120702,120701,120403,120402,12040,111303,111302,111301,111204,111203,111202,111201,111004,111003,111002,111001,110804,110803,110802,110801,110504,110503,110502,110501,110403,110402,110401,171301,170202,170201]
+[
+    120903,
+    120902,
+    120901,
+    120704,
+    120703,
+    120702,
+    120701,
+    120403,
+    120402,
+    12040,
+    111303,
+    111302,
+    111301,
+    111204,
+    111203,
+    111202,
+    111201,
+    111004,
+    111003,
+    111002,
+    111001,
+    110804,
+    110803,
+    110802,
+    110801,
+    110504,
+    110503,
+    110502,
+    110501,
+    110403,
+    110402,
+    110401,
+    170202,
+    170201
+]

+ 96 - 74
SFGgouhuo/Assets/Scripts/MoveController.cs

@@ -1,5 +1,3 @@
-
-using System.Security.Cryptography;
 using UnityEngine;
 using UnityEngine.EventSystems;
 using static UnityEditor.ShaderGraph.Internal.KeywordDependentCollection;
@@ -30,6 +28,7 @@ public class MoveController : MonoBehaviour
     private Vector3 lastMove;
     private Vector3 camInitPos;
     private RaycastHit hit;
+    private Vector3 colliderDir;
 
     public enum PlayerState
     {
@@ -58,11 +57,13 @@ public class MoveController : MonoBehaviour
     // Update is called once per frame
     void Update()
     {
-        if (StepManager.isFaceBuidling) playerInput.InputReset();
+        if (StepManager.isFaceBuidling)
+            playerInput.InputReset();
         CharacterMovement();
     }
+
     /// <summary>
-    /// 角色移动旋转总逻辑
+    /// 锟斤拷色锟狡讹拷锟斤拷转锟斤拷锟竭硷拷
     /// </summary>
     void CharacterMovement()
     {
@@ -70,19 +71,19 @@ public class MoveController : MonoBehaviour
         {
             jumpTime += Time.deltaTime;
         }
-        // 检测是否在地面上
+        // 锟斤拷锟斤拷欠锟斤拷诘锟斤拷锟斤拷锟�
+        //isGrounded = IsGrounded();
         isGrounded = IsGrounded();
-
-
         if (isGrounded && state == PlayerState.JumpDown)
         {
+            verticalVelocity = 0;
             state = PlayerState.Ground;
             hasLand = true;
         }
         //Debug.Log(isGrounded);
         if (state == PlayerState.Ground)
         {
-            // 按下空格键触发跳跃
+            // 锟斤拷锟铰空革拷锟斤拷锟斤拷锟斤拷锟皆�
             if (playerInput.JumpInput)
             {
                 //state = PlayerState.JumpUp;
@@ -100,53 +101,51 @@ public class MoveController : MonoBehaviour
                     hasLand = false;
                 }
             }
-
         }
-        else
+        if (!isGrounded && state != PlayerState.JumpUp)
         {
-            if (state != PlayerState.JumpUp)
-            {
-                state = PlayerState.JumpDown;
-            }
+            state = PlayerState.JumpDown;
         }
- 
+
         move = Vector3.zero;
         if (state != PlayerState.Ground)
         {
-            // 应用重力
+            // 应锟斤拷锟斤拷锟斤拷
             ApplyGravity();
         }
         else
         {
             gravityMove = new Vector3(0, 0, 0);
         }
-        //Debug.Log(playerInput.MoveInput);
         move +=
             new Vector3(playerInput.MoveInput.x, 0, playerInput.MoveInput.y)
             * Time.deltaTime
             * speed;
-        // 移动物体
+
+        // 锟狡讹拷锟斤拷锟斤拷
         Move();
         CameraLimitation();
         UpdateControlRotation();
     }
+
     void Jump()
     {
-        // 计算跳跃速度以达到指定的跳跃高度
+        // 锟斤拷锟斤拷锟斤拷跃锟劫讹拷锟皆达到指锟斤拷锟斤拷锟斤拷跃锟竭讹拷
         verticalVelocity = Mathf.Sqrt(-2.0f * gravity * jumpHeight);
-        //Debug.Log(verticalVelocity);
     }
 
     void ApplyGravity()
     {
-        // 应用重力以模拟物体的垂直运动
+        // 应锟斤拷锟斤拷锟斤拷锟斤拷模锟斤拷锟斤拷锟斤拷拇锟街憋拷硕锟�
         verticalVelocity += gravity * Time.deltaTime;
-        // 根据垂直速度移动物体
+        // 锟斤拷锟捷达拷直锟劫讹拷锟狡讹拷锟斤拷锟斤拷
         if (verticalVelocity < 0.1f && verticalVelocity > -0.1f && state == PlayerState.JumpUp)
         {
-            //Debug.Log("*************");
+            Debug.Log("*************");
             state = PlayerState.JumpDown;
         }
+
+        //Debug.Log(verticalVelocity * 100);
         gravityMove = new Vector3(0, verticalVelocity * Time.deltaTime, 0);
     }
 
@@ -155,7 +154,7 @@ public class MoveController : MonoBehaviour
         if (playerInput.MoveInput != Vector2.zero)
         {
             Vector3 dir = Vector3.zero;
-         
+
             //Debug.Log(playerInput.MoveInput);
             if (playerInput.MoveInput.x > 0)
             {
@@ -181,7 +180,11 @@ public class MoveController : MonoBehaviour
                 10,
                 0f
             );
-            transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(targetDir),Time.deltaTime * 15f);
+            transform.rotation = Quaternion.Slerp(
+                transform.rotation,
+                Quaternion.LookRotation(targetDir),
+                Time.deltaTime * 15f
+            );
             //var a = Vector3.Angle(transform.forward.normalized, playerInput.MoveInput.normalized);
             //Quaternion r = Quaternion.Euler(0, a, 0);
             //transform.eulerAngles = r * transform.eulerAngles;
@@ -195,15 +198,27 @@ public class MoveController : MonoBehaviour
         );
         Quaternion rot = Quaternion.Euler(0, angle, 0);
         //Vector3 move2 = camera.transform.TransformDirection(move);
-     
+
 
         //Debug.Log(move.magnitude + "***********" + gravityMove.magnitude);
 
-        var m = move * 0.1f + lastMove * 0.9f;
+        //var m = move * 0.1f + lastMove * 0.9f;
+        var rm = rot * move;
+        if (gravityMove != Vector3.zero)
+        {
+            rm *= 2.5f;
+        }
+
+        rm = rm * 0.1f + lastMove * 0.9f;
 
-        character.Move(rot * m + gravityMove);
-        lastMove = m;
-        controller.speed = m.magnitude * 300;
+        //if (state == PlayerState.JumpDown)
+        //{
+        //    character.Move(-colliderDir * Time.deltaTime);
+        //}
+
+        character.Move(rm + gravityMove);
+        lastMove = rm;
+        controller.speed = rm.magnitude * 300;
         camRoot.position = character.transform.position + new Vector3(0, 1.148f, 0);
     }
 
@@ -217,15 +232,15 @@ public class MoveController : MonoBehaviour
     private Vector3 pointTop;
     private float radius = 0.5f;
     private Collider[] colliders;
-    private float LerpValue = 0.05f;
 
     bool IsGrounded()
     {
-        // 在这里你可以添加检测物体是否在地面上的逻辑
-        // 例如射线检测、碰撞器检测等
+        // 锟斤拷锟斤拷锟斤拷锟斤拷锟斤拷锟斤拷锟接硷拷锟斤拷锟斤拷锟斤拷欠锟斤拷诘锟斤拷锟斤拷系锟斤拷呒锟�
+        // 锟斤拷锟斤拷锟斤拷锟竭硷拷狻�拷锟阶诧拷锟斤拷锟斤拷锟�
+        var pos = transform.position;
         radius = character.radius * 0.9f;
-        pointBottom = transform.position + transform.up * radius - transform.up * 0.1f;
-        pointTop = transform.position + transform.up * character.height - transform.up * radius;
+        pointBottom = pos + transform.up * radius - transform.up * 0.1f;
+        pointTop = pos + transform.up * character.height - transform.up * radius;
 
         colliders = Physics.OverlapCapsule(pointBottom, pointTop, radius, groundLayer);
         Debug.DrawLine(pointBottom, pointTop, Color.red);
@@ -241,37 +256,44 @@ public class MoveController : MonoBehaviour
 
     private void UpdateControlRotation()
     {
-        if (playerInput.touch0Input != Vector2.zero && playerInput.MoveInput == Vector2.zero && !EventSystem.current.IsPointerOverGameObject())
+        if (
+            playerInput.touch0Input != Vector2.zero
+            && playerInput.MoveInput == Vector2.zero
+            && !EventSystem.current.IsPointerOverGameObject()
+        )
         {
             //camera.eulerAngles += (new Vector3(playerInput.touch0Input.y, playerInput.touch0Input.x, 0)) * 0.1f;
             angleX += playerInput.touch0Input.x * 10 * Time.fixedDeltaTime;
             angleY -= playerInput.touch0Input.y * 10 * Time.fixedDeltaTime;
-            angleY = angleClamp(angleY, -45, 60);//相机旋转角度限制
+            angleY = angleClamp(angleY, -45, 60);//锟斤拷锟斤拷锟阶�拷嵌锟斤拷锟斤拷锟�
 
-            //使用插值平滑旋
+            //使锟矫诧拷值平锟斤拷锟斤拷
             camRoot.rotation = Quaternion.Lerp(camRoot.rotation, Quaternion.Euler(angleY, angleX, 0), Time.fixedDeltaTime * 100);
 
         }
-        if (playerInput.touch1Input != Vector2.zero && !EventSystem.current.IsPointerOverGameObject())
+        if (
+            playerInput.touch1Input != Vector2.zero
+            && !EventSystem.current.IsPointerOverGameObject()
+        )
         {
             angleX += playerInput.touch1Input.x * 10 * Time.fixedDeltaTime;
             angleY -= playerInput.touch1Input.y * 10 * Time.fixedDeltaTime;
-            angleY = angleClamp(angleY, -45, 60);//相机旋转角度限制
+            angleY = angleClamp(angleY, -45, 60);//锟斤拷锟斤拷锟阶�拷嵌锟斤拷锟斤拷锟�
 
-            //使用插值平滑旋
+            //使锟矫诧拷值平锟斤拷锟斤拷
             camRoot.rotation = Quaternion.Lerp(camRoot.rotation, Quaternion.Euler(angleY, angleX, 0), Time.fixedDeltaTime * 100);
         }
 
         angleX += playerInput.CameraInput.x * 10 * Time.fixedDeltaTime;
         angleY -= playerInput.CameraInput.y * 10 * Time.fixedDeltaTime;
-        angleY = angleClamp(angleY, -45, 60);//相机旋转角度限制
+        angleY = angleClamp(angleY, -45, 60);//锟斤拷锟斤拷锟阶�拷嵌锟斤拷锟斤拷锟�
 
-        //使用插值平滑旋
+        //使锟矫诧拷值平锟斤拷锟斤拷
         camRoot.rotation = Quaternion.Lerp(camRoot.rotation, Quaternion.Euler(angleY, angleX, 0), Time.fixedDeltaTime * 10);
     }
 
     private static float angleClamp(float angle, float min, float max)
-    {//一个限制角度最大最小值的方法
+    { //一锟斤拷锟斤拷锟狡角讹拷锟斤拷锟斤拷锟叫≈碉拷姆锟斤拷锟�
         if (angle < -360)
             angle += 360;
         if (angle > 360)
@@ -280,7 +302,7 @@ public class MoveController : MonoBehaviour
     }
 
     /// <summary>
-    /// 第三人称镜头避障移动
+    /// 锟斤拷锟斤拷锟剿称撅拷头锟斤拷锟斤拷锟狡讹拷
     /// </summary>
     private void CameraLimitation()
     {
@@ -293,29 +315,29 @@ public class MoveController : MonoBehaviour
         float z, obsDistance=0,camDistance=0;
         //Debug.Log(finalAngle);
 
-        //射线检测避障
-        Ray ray = new Ray(head.position, m_camera.position - head.position);
-        RaycastHit temphit;
-        if (Physics.Raycast(ray, out temphit, 10f))
-        {
-            if (temphit.collider.name != "Main Camera")
-            {
-                isBlock = true;
-                hit = temphit;
-                m_camera.position = Vector3.Lerp(m_camera.position, hit.point, 0.1f);
-            }
-            else
-            {
-                m_camera.localPosition = Vector3.Lerp(m_camera.localPosition, camInitPos, 0.5f);
-            }
-               
-            Debug.Log(temphit.collider.name);
+        //锟斤拷锟竭硷拷锟斤拷锟斤拷
+        //Ray ray = new Ray(head.position, m_camera.position - head.position);
+        //RaycastHit temphit;
+        //if (Physics.Raycast(ray, out temphit, 10f))
+        //{
+        //    if (temphit.collider.name != "Main Camera")
+        //    {
+        //        isBlock = true;
+        //        hit = temphit;
+        //        m_camera.position = Vector3.Lerp(m_camera.position, hit.point, 0.1f);
+        //    }
+        //    else
+        //    {
+        //        m_camera.localPosition = Vector3.Lerp(m_camera.localPosition, camInitPos, 0.5f);
+        //    }
 
-        }
+        //    Debug.Log(temphit.collider.name);
+
+        //}
 
         //if (isBlock)
         //{
-        //    ////向下旋转镜头拉近
+        //    ////锟斤拷锟斤拷锟斤拷转锟斤拷头锟斤拷锟斤拷
         //    //if (finalAngle > 1)
         //    //{
         //    //    z = finalAngle * 0.1f;
@@ -340,16 +362,16 @@ public class MoveController : MonoBehaviour
         //}
         //else
         //{
-        //    ////向下旋转镜头拉近
-        //    //if (finalAngle > 1)
-        //    //{
-        //    //    z = finalAngle * 0.1f;
-        //    //    m_camera.localPosition = camInitPos + new Vector3(0, 0, z);
-        //    //}
-        //    //else
-        //    {
-        //        m_camera.localPosition = Vector3.Lerp(m_camera.localPosition, camInitPos, 0.5f);
-        //    }
+        //锟斤拷锟斤拷锟斤拷转锟斤拷头锟斤拷锟斤拷
+        if (finalAngle > 1)
+        {
+            z = finalAngle * 0.1f;
+            m_camera.localPosition = camInitPos + new Vector3(0, 0, z);
+        }
+        else
+        {
+            m_camera.localPosition = Vector3.Lerp(m_camera.localPosition, camInitPos, 0.5f);
+        }
         //}
     }
 

File diff suppressed because it is too large
+ 120 - 20
SFGgouhuo/Assets/TextMesh Pro/Fonts/SOURCEHANSANSCN-BOLD SDF.asset


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