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109 行
2.8 KiB
109 行
2.8 KiB
using UnityEngine;
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[RequireComponent(typeof(Rigidbody))]
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public class PlayerController : MonoBehaviour
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{
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[SerializeField]
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private float m_MovementSpeed = 5.0f;
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[SerializeField]
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private Animator m_AnimatorController;
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[SerializeField]
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private LayerMask m_InputCollisionLayer;
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private bool m_HasKey = false;
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private Rigidbody m_Rigidbody;
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private int m_VelocityHash = Animator.StringToHash("Velocity");
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private Camera m_MainCamera;
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private RaycastHit m_HitInfo;
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const float k_MinMovementDistance = 1.2f;
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// Start is called before the first frame update
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void Start()
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{
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m_Rigidbody = GetComponent<Rigidbody>();
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m_MainCamera = Camera.main;
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}
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private void KeyCollected()
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{
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m_HasKey = true;
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}
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private void OnTriggerEnter(Collider other)
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{
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// Cache the string value
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if (other.CompareTag("Chest"))
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{
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KeyCollected();
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}
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if (other.CompareTag("Door"))
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{
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Debug.Log("Triggered by a door");
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if(m_HasKey)
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{
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Debug.Log("Opened the door");
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GameManager.LevelCompleted();
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}
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}
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}
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void Update()
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{
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#if UNITY_EDITOR
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if (Input.GetMouseButton(0))
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{
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MoveToPosition(Input.mousePosition);
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}
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else
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{
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m_Rigidbody.velocity = Vector3.zero;
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}
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#elif UNITY_IOS || UNITY_ANDROID
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if (Input.touchCount > 0)
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{
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Touch touch = Input.GetTouch(0);
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MoveToPosition(touch.position);
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}
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else
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{
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m_Rigidbody.velocity = Vector3.zero;
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}
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#endif
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// apply aniamtion
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m_AnimatorController.SetFloat(m_VelocityHash, m_Rigidbody.velocity.magnitude);
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}
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void MoveToPosition(Vector2 screenPosition)
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{
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if (Physics.Raycast(m_MainCamera.ScreenPointToRay(screenPosition), out m_HitInfo, Mathf.Infinity, m_InputCollisionLayer))
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{
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// don't move if touching close to character
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if (Vector3.Distance(m_Rigidbody.position, m_HitInfo.point) > k_MinMovementDistance)
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{
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// rotation
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m_Rigidbody.transform.LookAt(m_HitInfo.point, Vector3.up);
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// lock rotation to y
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Vector3 eulerAngle = m_Rigidbody.transform.eulerAngles;
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m_Rigidbody.transform.eulerAngles = new Vector3(0, eulerAngle.y, 0);
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// calculate move direction vector
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Vector3 movementDirection = m_HitInfo.point - m_Rigidbody.position;
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movementDirection.Normalize();
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// apply calculated velocity
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m_Rigidbody.velocity = movementDirection * m_MovementSpeed;
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}
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}
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}
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}
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