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