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@@ -153,7 +153,7 @@ namespace StudyCase3
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public float maxDistance = 5f;
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public LayerMask layerMask;
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public float itemsRotateSpeed = 120f;
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public Transform itemRoot;
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[HideInInspector] public Transform itemRoot;
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Item selectItem;
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LineRenderer lineRenderer;
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private void Awake()
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posts/studycase4.md
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289
posts/studycase4.md
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---
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title: StudyCase3
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date: 2025-11-27 16:36:05
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tags: [studycase, unity]
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pinned: true
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head:
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- - meta
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- name: description
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content: vitepress-theme-bluearchive StudyCase3
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- - meta
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- name: keywords
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content: vitepress theme bluearchive StudyCase3
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---
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# 虚拟摇杆
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- [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)
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- [光芒汇聚之所-章节目标](#_2-光芒汇聚之所-章节目标)
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- [光流影卷-演示视频](#_3-光流影卷-演示视频)
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- [初始祭坛-前置准备](#_4-初始祭坛-前置准备)
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- [勇者行迹录-章节任务](#_5-勇者行迹录-章节任务)
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- [异闻录-FAQ](#_6-异闻录-faq)
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## 1.世界构筑的起始篇章-编辑器
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- **Unity 2022.3.62f2**:
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- **Visual Studio 2022**
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## 2.光芒汇聚之所-章节目标
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- **射线检测拾取物体**
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- **鼠标点击拾取物体**
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## 3.光流影卷-演示视频
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<video id="vdMain" controls muted poster="/video/studycase3/演示视频.png" playsinline>
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<source id="vSource" src="/video/studycase3/演示视频.mp4" type="video/mp4" />
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</video>
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## 4.初始祭坛-前置准备
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### 导入[资源](/resources/studycase3/case3.zip)(天空球,描边,道具模型)
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## 5.勇者行迹录-章节任务
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### 创建StudyCase3
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- 复制场景和脚本改名为StudyCase3
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- 修改控制器的命名空间
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### 道具
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- 把导入的道具模型放到场景中
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<img src="/image/studycase3/把导入的道具模型放到场景中.png" data-fancybox="gallery"/>
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- 新建道具层级
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<img src="/image/studycase3/新建Layer.png" data-fancybox="gallery"/>
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- 在`Assets\Scripts\StudyCase3`下创建道具脚本`Item.cs`
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```csharp
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using UnityEngine;
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namespace StudyCase3
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{
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public class Item : MonoBehaviour
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{
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Outline outline;
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bool pick;
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ThirdCharacterController player;
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private void Awake()
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{
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player = FindAnyObjectByType<ThirdCharacterController>();
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if (outline == null)
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outline = gameObject.AddComponent<Outline>();
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else
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outline = GetComponent<Outline>();
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outline.enabled = false;
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outline.OutlineMode = Outline.Mode.OutlineVisible;
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outline.OutlineColor = new Color(0, 1, 1);
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outline.OutlineWidth = 10f;
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gameObject.layer = LayerMask.NameToLayer("Item");
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}
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public void Select()
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{
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if(!pick)
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outline.enabled = true;
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}
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public void UnSelect()
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{
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if (!pick)
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outline.enabled = false;
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}
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public void PickUp(Transform root)
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{
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if (pick) return;
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pick = true;
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transform.SetParent(root);
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outline.OutlineWidth = 2f;
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gameObject.layer = LayerMask.NameToLayer("Default");
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player.SetItems();
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}
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private void OnMouseEnter()
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{
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if (player.pickMode == PickMode.Mouse)
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Select();
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}
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private void OnMouseExit()
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{
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if (player.pickMode == PickMode.Mouse)
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UnSelect();
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}
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private void OnMouseDown()
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{
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if (player.pickMode == PickMode.Mouse)
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PickUp(player.itemRoot);
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}
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}
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}
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```
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- 道具挂载脚本
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<img src="/image/studycase3/道具挂载脚本.png" data-fancybox="gallery"/>
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- 创建Pick输入事件,绑定按键F
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<img src="/image/studycase3/创建Pick输入事件,绑定F.png" data-fancybox="gallery"/>
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- 修改`Assets\Scripts\StudyCase3` 下脚本 `ThirdCharacterController.cs`
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```csharp
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace StudyCase3
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{
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public enum PickMode
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{
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RayCast,
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Mouse
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}
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public class ThirdCharacterController : MonoBehaviour
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{
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[Header("MoveSettings")]
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CharacterController characterController;
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InputActionAsset inputAction;
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Animator animator;
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Transform forward;
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Transform model;
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Cinemachine.CinemachineVirtualCamera vCam;
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public float moveSpeed = 5f;
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public float jumpSpeed = 2f;
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public float turnSpeed = 10f;
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public float gravity = 10f;
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Vector3 moveDir;
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Vector2 moveInput;
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[Header("PickSettings")]
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public PickMode pickMode = PickMode.RayCast;
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public CursorLockMode cursorLock;
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public bool useDrawRay = true;
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public float maxDistance = 5f;
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public LayerMask layerMask;
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public float itemsRotateSpeed = 120f;
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public Transform itemRoot;
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Item selectItem;
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LineRenderer lineRenderer;
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private void Awake()
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{
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Cursor.lockState = cursorLock;
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characterController = GetComponent<CharacterController>();
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forward = transform.Find("Forward");
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model = transform.Find("Model");
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animator = model.GetComponentInChildren<Animator>();
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vCam = transform.Find("Virtual Camera").GetComponent<Cinemachine.CinemachineVirtualCamera>();
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inputAction = Resources.Load<InputActionAsset>("PlayerInputActions");
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inputAction.FindAction("Move").started += OnMove;
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inputAction.FindAction("Move").performed += OnMove;
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inputAction.FindAction("Move").canceled += OnMove;
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inputAction.FindAction("Jump").performed += OnJump;
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inputAction.FindAction("Pick").performed += OnPickUp;
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inputAction.Enable();
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itemRoot = transform.Find("ItemRoot");
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if (lineRenderer == null)
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{
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lineRenderer = gameObject.AddComponent<LineRenderer>();
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lineRenderer.material = new Material(Shader.Find("Universal Render Pipeline/2D/Sprite-Unlit-Default"));
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lineRenderer.useWorldSpace = true;
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}
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}
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private void Update()
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{
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Move();
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CheckRayHit();
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ItemsRotate();
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}
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public void OnMove(InputAction.CallbackContext context)
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{
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if (characterController.isGrounded)
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moveInput = context.ReadValue<Vector2>();
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else moveInput = Vector2.zero;
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}
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public void OnJump(InputAction.CallbackContext context)
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{
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if (context.performed && characterController.isGrounded)
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{
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moveDir.y = jumpSpeed;
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}
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}
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void Move()
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{
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moveDir = new Vector3(moveInput.x, moveDir.y, moveInput.y);
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forward.eulerAngles = new Vector3(0, vCam.transform.eulerAngles.y, 0);
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moveDir = forward.TransformDirection(moveDir);
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if (moveInput != Vector2.zero)
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{
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animator.SetBool("Move", true);
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Quaternion target = Quaternion.LookRotation(new Vector3(moveDir.x, 0, moveDir.z));
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model.rotation = Quaternion.Slerp(model.rotation, target, turnSpeed * Time.deltaTime);
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}
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else animator.SetBool("Move", false);
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if (!characterController.isGrounded)
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moveDir.y -= gravity * Time.deltaTime;
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characterController.Move(moveDir * moveSpeed * Time.deltaTime);
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}
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#region PickUp
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public void OnPickUp(InputAction.CallbackContext context)
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{
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if (pickMode != PickMode.RayCast) return;
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if (selectItem != null)
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selectItem.PickUp(itemRoot);
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selectItem = null;
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}
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void CheckRayHit()
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{
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lineRenderer.enabled = useDrawRay;
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if (pickMode != PickMode.RayCast)
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{
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useDrawRay = false;
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return;
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}
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Ray ray = new Ray(model.position, model.forward);
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RaycastHit hit;
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if (Physics.Raycast(ray, out hit, maxDistance, layerMask))
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{
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DrawRay(model.position, hit.point, new Color(0, 1, 1));
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Item curItem = hit.transform.GetComponent<Item>();
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if (curItem != null && curItem != selectItem)
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{
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if (selectItem != null)
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selectItem.UnSelect();
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selectItem = curItem;
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selectItem.Select();
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}
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}
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else
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{
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DrawRay(model.position, model.position+ model.forward* maxDistance, new Color(1, 1, 1));
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if (selectItem != null)
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selectItem.UnSelect();
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selectItem = null;
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}
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}
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void DrawRay(Vector3 startPos, Vector3 endPos, Color color)
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{
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lineRenderer.startColor = lineRenderer.endColor = color;
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lineRenderer.startWidth = lineRenderer.endWidth = 0.1f;
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lineRenderer.positionCount = 2;
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lineRenderer.SetPosition(0, startPos);
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lineRenderer.SetPosition(1, endPos);
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lineRenderer.enabled = true;
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}
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void ItemsRotate()
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{
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itemRoot.Rotate(0,itemsRotateSpeed*Time.deltaTime, 0);
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}
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public void SetItems()
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{
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float radius = 1.5f;
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float angleStep = 360 / itemRoot.childCount;
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for (int i = 0; i < itemRoot.childCount; i++)
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{
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Transform item = itemRoot.GetChild(i);
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float angle = angleStep * i;
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Quaternion rot = Quaternion.Euler(0, angle, 0);
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item.localPosition = rot * itemRoot.forward * radius;
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item.localScale = Vector3.one * 0.1f;
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}
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}
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#endregion
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}
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}
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```
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- 玩家挂载脚本,创建ItemRoot节点,设置射线检测层级
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<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"/>
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## 6.异闻录-FAQ
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BIN
public/resources/studycase4/mobile-controls-1.zip
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BIN
public/resources/studycase4/mobile-controls-1.zip
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Binary file not shown.
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