blob: 9f058b036e9d8c814da8c36d88d29be45055b245 (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
|
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine;
namespace DS
{
public class PlayerLocomotion : MonoBehaviour
{
// 是否使用根动画
[Range(0, 1)] public float rootMotionBlending = 1f;
public bool usingRootMotion
{
get => rootMotionBlending > 0.5f;
set => rootMotionBlending = value ? 0 : 1;
}
[HideInInspector] public Vector3 rootMotion;
private Transform _cameraObject; //存储Camera的位置
private InputHandler _inputHandler;
private Vector3 _moveDirection;
[HideInInspector] public Transform myTransform;
[HideInInspector] public AnimatorHandler animatorHandler;
public new Rigidbody rigidbody;
public GameObject normalCamera; //引用Camera
[Header("Stats")]
[SerializeField] private float movementSpeed = 5;
[SerializeField] private float rotationSpeed = 10;
private void Start()
{
rigidbody = GetComponent<Rigidbody>();
_inputHandler = GetComponent<InputHandler>();
animatorHandler = GetComponentInChildren<AnimatorHandler>();
_cameraObject = Camera.main.transform;
myTransform = transform;
animatorHandler.Initialize();
}
private void Update()
{
UpdateCharacterMovement();
}
private void FixedUpdate()
{
}
private void UpdateCharacterMovement()
{
float delta = Time.deltaTime;
_inputHandler.TickInput(delta);
_moveDirection = _cameraObject.forward * _inputHandler.vertical;
_moveDirection += _cameraObject.right * _inputHandler.horizontal;
_moveDirection.Normalize();
_moveDirection.y = 0;
float speed = movementSpeed;
_moveDirection *= speed;
var baseVelocity = Vector3.Lerp(rootMotion, _moveDirection, rootMotionBlending);
Vector3 projectedVelocity = Vector3.ProjectOnPlane(baseVelocity, _normalVector);
rigidbody.velocity = projectedVelocity;
animatorHandler.UpdateAnimatorValues(_inputHandler.moveAmount,0);
if (animatorHandler.canRotate)
{
HandleRotation(delta);
}
}
#region Movement
private Vector3 _normalVector;
private Vector3 _targetPosition;
private void HandleRotation(float delta)
{
Vector3 targetDir = Vector3.zero;
float moveOverride = _inputHandler.moveAmount;
targetDir = _cameraObject.forward * _inputHandler.vertical;
targetDir += _cameraObject.right * _inputHandler.horizontal;
targetDir.Normalize();
targetDir.y = 0;
if (targetDir == Vector3.zero)
{
targetDir = myTransform.forward;
}
float rs = rotationSpeed;
Quaternion tr = Quaternion.LookRotation(targetDir);
Quaternion targetRotation = Quaternion.Slerp(myTransform.rotation, tr, rs * delta);
myTransform.rotation = targetRotation;
}
#endregion
}
}
|