121 lines
3.9 KiB
C#
121 lines
3.9 KiB
C#
|
|
using System.Collections.Generic;
|
||
|
|
using UnityEngine;
|
||
|
|
using UnityEngine.InputSystem;
|
||
|
|
|
||
|
|
namespace StudyCase3
|
||
|
|
{
|
||
|
|
public class ThirdCharacterController : MonoBehaviour
|
||
|
|
{
|
||
|
|
public CharacterController characterController;
|
||
|
|
public Animator animator;
|
||
|
|
public Transform forward;
|
||
|
|
public Transform model;
|
||
|
|
public Transform items;
|
||
|
|
public Cinemachine.CinemachineVirtualCamera vCam;
|
||
|
|
|
||
|
|
public float moveSpeed = 5f;
|
||
|
|
public float jumpSpeed = 2f;
|
||
|
|
public float turnSpeed = 10f;
|
||
|
|
public float gravity = 10f;
|
||
|
|
public bool pickUpByCollider;
|
||
|
|
public float maxDistance = 5f;
|
||
|
|
public LayerMask layer;
|
||
|
|
public float itemsRotateSpeed = 100f;
|
||
|
|
|
||
|
|
Vector3 moveDir;
|
||
|
|
Vector2 moveInput;
|
||
|
|
Item selectItem;
|
||
|
|
private void Start()
|
||
|
|
{
|
||
|
|
Cursor.lockState = CursorLockMode.Locked;
|
||
|
|
}
|
||
|
|
private void Update()
|
||
|
|
{
|
||
|
|
Move();
|
||
|
|
RotationItems();
|
||
|
|
CheckRayHit();
|
||
|
|
}
|
||
|
|
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;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
public void OnPickUp(InputAction.CallbackContext context)
|
||
|
|
{
|
||
|
|
if (context.performed && selectItem!=null)
|
||
|
|
{
|
||
|
|
selectItem.PickUp(items);
|
||
|
|
selectItem = null;
|
||
|
|
RearrangeItems();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
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);
|
||
|
|
}
|
||
|
|
void CheckRayHit()
|
||
|
|
{
|
||
|
|
Ray ray = new Ray(model.position, model.forward);
|
||
|
|
RaycastHit hit;
|
||
|
|
if(Physics.Raycast(ray,out hit, maxDistance, layer))
|
||
|
|
{
|
||
|
|
Item curItem = hit.collider.GetComponent<Item>();
|
||
|
|
if (curItem && curItem != selectItem)
|
||
|
|
{
|
||
|
|
if(selectItem!=null)
|
||
|
|
selectItem.UnSelect();
|
||
|
|
selectItem = curItem;
|
||
|
|
selectItem.Select();
|
||
|
|
}
|
||
|
|
}
|
||
|
|
else
|
||
|
|
{
|
||
|
|
if (selectItem != null)
|
||
|
|
selectItem.UnSelect();
|
||
|
|
selectItem = null;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
void RotationItems()
|
||
|
|
{
|
||
|
|
items.transform.Rotate(0, itemsRotateSpeed*Time.deltaTime, 0);
|
||
|
|
}
|
||
|
|
void RearrangeItems()
|
||
|
|
{
|
||
|
|
int childCount = items.childCount;
|
||
|
|
if (childCount == 0) return;
|
||
|
|
|
||
|
|
float radius = 1.5f;
|
||
|
|
float angleStep = 360f / childCount;
|
||
|
|
|
||
|
|
for (int i = 0; i < childCount; i++)
|
||
|
|
{
|
||
|
|
Transform item = items.GetChild(i);
|
||
|
|
float angle = i * angleStep;
|
||
|
|
Quaternion rotation = Quaternion.Euler(0, angle, 0);
|
||
|
|
item.localPosition = rotation * Vector3.forward * radius;
|
||
|
|
item.localScale = Vector3.one * 0.1f;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|