MoveController.cs 7.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235
  1. using System.Security.Cryptography;
  2. using UnityEngine;
  3. using UnityEngine.EventSystems;
  4. public class MoveController : MonoBehaviour
  5. {
  6. public float jumpHeight = 2.0f;
  7. public float gravity = -9.8f;
  8. private float speed = 6f;
  9. private float verticalVelocity = 0.0f;
  10. private bool isGrounded = false;
  11. private float groundCheckDistance = 0.01f;
  12. private int groundLayer = ~(1 << 6);
  13. public PlayerInputComponent playerInput;
  14. private AnimatorController controller;
  15. private Vector3 move;
  16. private Vector3 gravityMove;
  17. private Vector3 initPos;
  18. private float offset;
  19. public Transform camera;
  20. private float angleX;
  21. private float angleY;
  22. public enum PlayerState
  23. {
  24. Ground,
  25. JumpUp,
  26. JumpDown,
  27. }
  28. private CharacterController character;
  29. public PlayerState state;
  30. // Start is called before the first frame update
  31. void Start()
  32. {
  33. controller = GetComponent<AnimatorController>();
  34. character = GetComponent<CharacterController>();
  35. playerInput=GetComponent<PlayerInputComponent>();
  36. angleX = Vector3.Angle(Vector3.right, camera.right);
  37. angleY = Vector3.Angle(Vector3.up, camera.up);
  38. character.enabled = true;
  39. }
  40. // Update is called once per frame
  41. void Update()
  42. {
  43. // 检测是否在地面上
  44. isGrounded = IsGrounded();
  45. //Debug.Log(isGrounded);
  46. if (isGrounded)
  47. {
  48. // 按下空格键触发跳跃
  49. if (playerInput.JumpInput)
  50. {
  51. state = PlayerState.JumpUp;
  52. Jump();
  53. controller.jump = true;
  54. }
  55. }
  56. else
  57. {
  58. if (state != PlayerState.JumpUp)
  59. {
  60. state = PlayerState.JumpDown;
  61. }
  62. }
  63. if (isGrounded && state == PlayerState.JumpDown)
  64. {
  65. state = PlayerState.Ground;
  66. }
  67. move = Vector3.zero;
  68. if (state != PlayerState.Ground)
  69. {
  70. // 应用重力
  71. ApplyGravity();
  72. }
  73. //Debug.Log(playerInput.MoveInput);
  74. move +=
  75. new Vector3(playerInput.MoveInput.x, 0, playerInput.MoveInput.y)
  76. * Time.deltaTime
  77. * speed;
  78. // 移动物体
  79. Move();
  80. UpdateControlRotation();
  81. }
  82. void Jump()
  83. {
  84. // 计算跳跃速度以达到指定的跳跃高度
  85. verticalVelocity = Mathf.Sqrt(-2.0f * gravity * jumpHeight);
  86. }
  87. void ApplyGravity()
  88. {
  89. // 应用重力以模拟物体的垂直运动
  90. verticalVelocity += gravity * Time.deltaTime;
  91. // 根据垂直速度移动物体
  92. if (verticalVelocity < 0.1f && verticalVelocity > -0.1f && state == PlayerState.JumpUp)
  93. {
  94. state = PlayerState.JumpDown;
  95. }
  96. gravityMove = new Vector3(0, verticalVelocity * Time.deltaTime, 0);
  97. }
  98. void Move()
  99. {
  100. //Debug.Log(playerInput.name + "****" + move);
  101. //var camRot = new Vector3(0, camera.eulerAngles.y, 0);
  102. if (playerInput.MoveInput != Vector2.zero)
  103. {
  104. Vector3 dir = Vector3.zero;
  105. //Debug.Log(playerInput.MoveInput);
  106. if (playerInput.MoveInput.x > 0)
  107. {
  108. dir = Vector3.ProjectOnPlane(camera.right, Vector3.up);
  109. }
  110. if (playerInput.MoveInput.x < 0)
  111. {
  112. dir += Vector3.ProjectOnPlane(-camera.right, Vector3.up);
  113. }
  114. if (playerInput.MoveInput.y > 0)
  115. {
  116. dir += Vector3.ProjectOnPlane(camera.forward, Vector3.up);
  117. }
  118. if (playerInput.MoveInput.y < 0)
  119. {
  120. dir += Vector3.ProjectOnPlane(-camera.forward, Vector3.up);
  121. }
  122. //Debug.Log(dir);
  123. Vector3 targetDir = Vector3.RotateTowards(
  124. transform.forward,
  125. //camera.forward.ProjectOntoPlane(Vector3.up),
  126. dir,
  127. 10,
  128. 0f
  129. );
  130. transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(targetDir),Time.deltaTime * 15f);
  131. //var a = Vector3.Angle(transform.forward.normalized, playerInput.MoveInput.normalized);
  132. //Quaternion r = Quaternion.Euler(0, a, 0);
  133. //transform.eulerAngles = r * transform.eulerAngles;
  134. }
  135. //var m = move.magnitude * camera.forward + gravityMove;
  136. //Debug.Log(move + "*******" + "************" + m);
  137. var angle = AngleSigned(
  138. Vector3.forward,
  139. Vector3.ProjectOnPlane(camera.forward, Vector3.up),
  140. transform.up
  141. );
  142. Quaternion rot = Quaternion.Euler(0, angle, 0);
  143. //Vector3 move2 = camera.transform.TransformDirection(move);
  144. controller.speed = move.magnitude * 300;
  145. character.Move(rot * move + gravityMove);
  146. camera.position= character.transform.position+new Vector3(0,1.148f,0);
  147. }
  148. public static float AngleSigned(Vector3 v1, Vector3 v2, Vector3 n)
  149. {
  150. return Mathf.Atan2(Vector3.Dot(n, Vector3.Cross(v1, v2)), Vector3.Dot(v1, v2))
  151. * Mathf.Rad2Deg;
  152. }
  153. private Vector3 pointBottom;
  154. private Vector3 pointTop;
  155. private float radius = 0.5f;
  156. private Collider[] colliders;
  157. private float LerpValue = 0.05f;
  158. bool IsGrounded()
  159. {
  160. // 在这里你可以添加检测物体是否在地面上的逻辑
  161. // 例如射线检测、碰撞器检测等
  162. radius = character.radius * 0.9f;
  163. pointBottom = transform.position + transform.up * radius - transform.up * 0.1f;
  164. pointTop = transform.position + transform.up * character.height - transform.up * radius;
  165. colliders = Physics.OverlapCapsule(pointBottom, pointTop, radius, groundLayer);
  166. Debug.DrawLine(pointBottom, pointTop, Color.red);
  167. if (colliders.Length != 0)
  168. {
  169. return true;
  170. }
  171. else
  172. {
  173. return false;
  174. }
  175. }
  176. private void UpdateControlRotation()
  177. {
  178. if (playerInput.touch0Input != Vector2.zero && playerInput.MoveInput == Vector2.zero && !EventSystem.current.IsPointerOverGameObject())
  179. {
  180. //camera.eulerAngles += (new Vector3(playerInput.touch0Input.y, playerInput.touch0Input.x, 0)) * 0.1f;
  181. angleX += playerInput.touch0Input.x * 10 * Time.fixedDeltaTime;
  182. angleY -= playerInput.touch0Input.y * 10 * Time.fixedDeltaTime;
  183. angleY = angleClamp(angleY, -10, 60);//相机旋转角度限制
  184. //使用插值平滑旋转
  185. camera.rotation = Quaternion.Lerp(camera.rotation, Quaternion.Euler(angleY, angleX, 0), Time.fixedDeltaTime * 5);
  186. }
  187. if (playerInput.touch1Input != Vector2.zero && !EventSystem.current.IsPointerOverGameObject())
  188. {
  189. angleX += playerInput.touch1Input.x * 10 * Time.fixedDeltaTime;
  190. angleY -= playerInput.touch1Input.y * 10 * Time.fixedDeltaTime;
  191. angleY = angleClamp(angleY, -10, 60);//相机旋转角度限制
  192. //使用插值平滑旋转
  193. camera.rotation = Quaternion.Lerp(camera.rotation, Quaternion.Euler(angleY, angleX, 0), Time.fixedDeltaTime * 5);
  194. }
  195. angleX += playerInput.CameraInput.x * 10 * Time.fixedDeltaTime;
  196. angleY -= playerInput.CameraInput.y * 10 * Time.fixedDeltaTime;
  197. angleY = angleClamp(angleY, -10, 60);//相机旋转角度限制
  198. //使用插值平滑旋转
  199. camera.rotation = Quaternion.Lerp(camera.rotation, Quaternion.Euler(angleY, angleX, 0), Time.fixedDeltaTime * 5);
  200. }
  201. private static float angleClamp(float angle, float min, float max)
  202. {//一个限制角度最大最小值的方法
  203. if (angle < -360)
  204. angle += 360;
  205. if (angle > 360)
  206. angle -= 360;
  207. return Mathf.Clamp(angle, min, max);
  208. }
  209. }