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