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2025-11-29 18:21:03 +08:00
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@@ -153,7 +153,7 @@ namespace StudyCase3
public float maxDistance = 5f;
public LayerMask layerMask;
public float itemsRotateSpeed = 120f;
public Transform itemRoot;
[HideInInspector] public Transform itemRoot;
Item selectItem;
LineRenderer lineRenderer;
private void Awake()

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posts/studycase4.md Normal file
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---
title: StudyCase3
date: 2025-11-27 16:36:05
tags: [studycase, unity]
pinned: true
head:
- - meta
- name: description
content: vitepress-theme-bluearchive StudyCase3
- - meta
- name: keywords
content: vitepress theme bluearchive StudyCase3
---
# 虚拟摇杆
- [世界构筑的起始篇章-编辑器](#_1-世界构筑的起始篇章-编辑器)
- [光芒汇聚之所-章节目标](#_2-光芒汇聚之所-章节目标)
- [光流影卷-演示视频](#_3-光流影卷-演示视频)
- [初始祭坛-前置准备](#_4-初始祭坛-前置准备)
- [勇者行迹录-章节任务](#_5-勇者行迹录-章节任务)
- [异闻录-FAQ](#_6-异闻录-faq)
## 1.世界构筑的起始篇章-编辑器
- **Unity 2022.3.62f2**
- **Visual Studio 2022**
## 2.光芒汇聚之所-章节目标
- **射线检测拾取物体**
- **鼠标点击拾取物体**
## 3.光流影卷-演示视频
<video id="vdMain" controls muted poster="/video/studycase3/演示视频.png" playsinline>
<source id="vSource" src="/video/studycase3/演示视频.mp4" type="video/mp4" />
</video>
## 4.初始祭坛-前置准备
### 导入[资源](/resources/studycase3/case3.zip)(天空球,描边,道具模型)
## 5.勇者行迹录-章节任务
### 创建StudyCase3
- 复制场景和脚本改名为StudyCase3
- 修改控制器的命名空间
### 道具
- 把导入的道具模型放到场景中
<img src="/image/studycase3/把导入的道具模型放到场景中.png" data-fancybox="gallery"/>
- 新建道具层级
<img src="/image/studycase3/新建Layer.png" data-fancybox="gallery"/>
-`Assets\Scripts\StudyCase3`下创建道具脚本`Item.cs`
```csharp
using UnityEngine;
namespace StudyCase3
{
public class Item : MonoBehaviour
{
Outline outline;
bool pick;
ThirdCharacterController player;
private void Awake()
{
player = FindAnyObjectByType<ThirdCharacterController>();
if (outline == null)
outline = gameObject.AddComponent<Outline>();
else
outline = GetComponent<Outline>();
outline.enabled = false;
outline.OutlineMode = Outline.Mode.OutlineVisible;
outline.OutlineColor = new Color(0, 1, 1);
outline.OutlineWidth = 10f;
gameObject.layer = LayerMask.NameToLayer("Item");
}
public void Select()
{
if(!pick)
outline.enabled = true;
}
public void UnSelect()
{
if (!pick)
outline.enabled = false;
}
public void PickUp(Transform root)
{
if (pick) return;
pick = true;
transform.SetParent(root);
outline.OutlineWidth = 2f;
gameObject.layer = LayerMask.NameToLayer("Default");
player.SetItems();
}
private void OnMouseEnter()
{
if (player.pickMode == PickMode.Mouse)
Select();
}
private void OnMouseExit()
{
if (player.pickMode == PickMode.Mouse)
UnSelect();
}
private void OnMouseDown()
{
if (player.pickMode == PickMode.Mouse)
PickUp(player.itemRoot);
}
}
}
```
- 道具挂载脚本
<img src="/image/studycase3/道具挂载脚本.png" data-fancybox="gallery"/>
- 创建Pick输入事件绑定按键F
<img src="/image/studycase3/创建Pick输入事件绑定F.png" data-fancybox="gallery"/>
- 修改`Assets\Scripts\StudyCase3` 下脚本 `ThirdCharacterController.cs`
```csharp
using UnityEngine;
using UnityEngine.InputSystem;
namespace StudyCase3
{
public enum PickMode
{
RayCast,
Mouse
}
public class ThirdCharacterController : MonoBehaviour
{
[Header("MoveSettings")]
CharacterController characterController;
InputActionAsset inputAction;
Animator animator;
Transform forward;
Transform model;
Cinemachine.CinemachineVirtualCamera vCam;
public float moveSpeed = 5f;
public float jumpSpeed = 2f;
public float turnSpeed = 10f;
public float gravity = 10f;
Vector3 moveDir;
Vector2 moveInput;
[Header("PickSettings")]
public PickMode pickMode = PickMode.RayCast;
public CursorLockMode cursorLock;
public bool useDrawRay = true;
public float maxDistance = 5f;
public LayerMask layerMask;
public float itemsRotateSpeed = 120f;
public Transform itemRoot;
Item selectItem;
LineRenderer lineRenderer;
private void Awake()
{
Cursor.lockState = cursorLock;
characterController = GetComponent<CharacterController>();
forward = transform.Find("Forward");
model = transform.Find("Model");
animator = model.GetComponentInChildren<Animator>();
vCam = transform.Find("Virtual Camera").GetComponent<Cinemachine.CinemachineVirtualCamera>();
inputAction = Resources.Load<InputActionAsset>("PlayerInputActions");
inputAction.FindAction("Move").started += OnMove;
inputAction.FindAction("Move").performed += OnMove;
inputAction.FindAction("Move").canceled += OnMove;
inputAction.FindAction("Jump").performed += OnJump;
inputAction.FindAction("Pick").performed += OnPickUp;
inputAction.Enable();
itemRoot = transform.Find("ItemRoot");
if (lineRenderer == null)
{
lineRenderer = gameObject.AddComponent<LineRenderer>();
lineRenderer.material = new Material(Shader.Find("Universal Render Pipeline/2D/Sprite-Unlit-Default"));
lineRenderer.useWorldSpace = true;
}
}
private void Update()
{
Move();
CheckRayHit();
ItemsRotate();
}
public void OnMove(InputAction.CallbackContext context)
{
if (characterController.isGrounded)
moveInput = context.ReadValue<Vector2>();
else moveInput = Vector2.zero;
}
public void OnJump(InputAction.CallbackContext context)
{
if (context.performed && characterController.isGrounded)
{
moveDir.y = jumpSpeed;
}
}
void Move()
{
moveDir = new Vector3(moveInput.x, moveDir.y, moveInput.y);
forward.eulerAngles = new Vector3(0, vCam.transform.eulerAngles.y, 0);
moveDir = forward.TransformDirection(moveDir);
if (moveInput != Vector2.zero)
{
animator.SetBool("Move", true);
Quaternion target = Quaternion.LookRotation(new Vector3(moveDir.x, 0, moveDir.z));
model.rotation = Quaternion.Slerp(model.rotation, target, turnSpeed * Time.deltaTime);
}
else animator.SetBool("Move", false);
if (!characterController.isGrounded)
moveDir.y -= gravity * Time.deltaTime;
characterController.Move(moveDir * moveSpeed * Time.deltaTime);
}
#region PickUp
public void OnPickUp(InputAction.CallbackContext context)
{
if (pickMode != PickMode.RayCast) return;
if (selectItem != null)
selectItem.PickUp(itemRoot);
selectItem = null;
}
void CheckRayHit()
{
lineRenderer.enabled = useDrawRay;
if (pickMode != PickMode.RayCast)
{
useDrawRay = false;
return;
}
Ray ray = new Ray(model.position, model.forward);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, maxDistance, layerMask))
{
DrawRay(model.position, hit.point, new Color(0, 1, 1));
Item curItem = hit.transform.GetComponent<Item>();
if (curItem != null && curItem != selectItem)
{
if (selectItem != null)
selectItem.UnSelect();
selectItem = curItem;
selectItem.Select();
}
}
else
{
DrawRay(model.position, model.position+ model.forward* maxDistance, new Color(1, 1, 1));
if (selectItem != null)
selectItem.UnSelect();
selectItem = null;
}
}
void DrawRay(Vector3 startPos, Vector3 endPos, Color color)
{
lineRenderer.startColor = lineRenderer.endColor = color;
lineRenderer.startWidth = lineRenderer.endWidth = 0.1f;
lineRenderer.positionCount = 2;
lineRenderer.SetPosition(0, startPos);
lineRenderer.SetPosition(1, endPos);
lineRenderer.enabled = true;
}
void ItemsRotate()
{
itemRoot.Rotate(0,itemsRotateSpeed*Time.deltaTime, 0);
}
public void SetItems()
{
float radius = 1.5f;
float angleStep = 360 / itemRoot.childCount;
for (int i = 0; i < itemRoot.childCount; i++)
{
Transform item = itemRoot.GetChild(i);
float angle = angleStep * i;
Quaternion rot = Quaternion.Euler(0, angle, 0);
item.localPosition = rot * itemRoot.forward * radius;
item.localScale = Vector3.one * 0.1f;
}
}
#endregion
}
}
```
- 玩家挂载脚本创建ItemRoot节点设置射线检测层级
<img src="/image/studycase3/玩家挂载脚本创建ItemRoot节点设置射线检测层级.png" data-fancybox="gallery"/>
## 6.异闻录-FAQ

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