我们创建了 Fontainebleau 演示来说明摄影photogrammetry流程和 LayeredLit 着色器的使用。
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace GameplayIngredients.Controllers
{
[RequireComponent(typeof(CharacterController))]
public class FirstPersonController : MonoBehaviour
{
public bool Paused = false;
[Header("Objects")]
[NonNullCheck]
public Transform m_Camera;
[NonNullCheck]
public PlayerInput m_Input;
[Header("Metrics")]
[Range(1.0f, 2.5f)]
public float PlayerHeight = 1.82f;
[Range(0.35f, 2.0f)]
public float PlayerRadius = 0.5f;
public float PlayerWeight = 3.0f;
[Header("Movement")]
[Range(0.0f, 12.5f)]
public float MoveSpeed = 3.0f;
public float MaximumFallVelocity = 12f;
public float TurnSpeed = 180;
[Header("Jump")]
public bool EnableJump = true;
public float JumpImpulse = 7.0f;
[Header("Look")]
public float PitchSpeed = 180;
public float MaxPitch = 80;
private CharacterController m_Controller;
private float m_Fall = 0.0f;
private float m_Pitch = 0.0f;
private bool m_Grounded = false;
public void Start()
{
m_Controller = GetComponent<CharacterController>();
}
public void Update()
{
if (m_Camera == null) return;
if (m_Input == null) return;
if (!Paused)
{
m_Input.UpdateInput();
UpdateRotation();
UpdatePlayerMovement();
}
}
public void SetPaused(bool paused)
{
Paused = paused;
}
public void OnValidate()
{
float realHeight = PlayerHeight + PlayerRadius;
var controller = GetComponent<CharacterController>();
var center = new Vector3(0, realHeight / 2, 0);
if (controller.center != center)
controller.center = center;
if (controller.height != realHeight)
controller.height = realHeight;
if(controller.radius != PlayerRadius)
controller.radius = PlayerRadius;
if(m_Camera != null)
m_Camera.transform.localPosition = new Vector3(0, PlayerHeight, 0);
}
public void UpdateRotation()
{
m_Pitch = Mathf.Clamp(m_Pitch - (Time.deltaTime * PitchSpeed * m_Input.Look.y), -MaxPitch, MaxPitch);
m_Camera.transform.localEulerAngles = new Vector3(m_Pitch, 0, 0);
transform.Rotate(transform.up, Time.deltaTime * TurnSpeed * m_Input.Look.x);
}
public void UpdatePlayerMovement()
{
Vector3 move = (transform.forward * m_Input.Movement.y + transform.right * m_Input.Movement.x) * MoveSpeed;
m_Fall += PlayerWeight * 9.80665f * Time.deltaTime;
m_Fall = Mathf.Min(m_Fall, MaximumFallVelocity);
move += m_Fall * (-transform.up);
if (m_Grounded)
{
if (EnableJump && m_Input.Jump == PlayerInput.ButtonState.JustPressed)
{
m_Fall = -JumpImpulse;
}
}
m_Controller.Move(move * Time.deltaTime);
m_Grounded = m_Controller.isGrounded;
}
public void SetPlayerHeight(float value)
{
PlayerHeight = value;
OnValidate();
}
public void SetMoveSpeed(float value)
{
MoveSpeed = value;
}
}
}