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StudyCase/Assets/Scripts/StudyCase5/NetWorkPlayer.cs

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2025-12-02 18:48:32 +08:00
using UnityEngine;
using Mirror;
using UnityEngine.InputSystem;
using Cinemachine;
public class NetWorkPlayer : NetworkBehaviour
{
public CharacterController characterController;
public InputActionAsset inputAction;
public Animator animator;
public Transform forward;
public Transform model;
public CinemachineVirtualCamera vCam;
public CursorLockMode cursorLock;
public float moveSpeed = 5f;
public float jumpSpeed = 2f;
public float turnSpeed = 10f;
public float gravity = 10f;
Vector3 moveDir;
Vector2 moveInput;
public override void OnStartLocalPlayer()
{
Cursor.lockState = cursorLock;
vCam.Priority = 15;
inputAction.FindAction("Move").started += OnMove;
inputAction.FindAction("Move").performed += OnMove;
inputAction.FindAction("Move").canceled += OnMove;
inputAction.FindAction("Jump").performed += OnJump;
inputAction.FindAction("Esc").performed += OnEsc;
inputAction.Enable();
}
private void Update()
{
if (!isLocalPlayer) return;
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);
}
public void OnMove(InputAction.CallbackContext context)
{
if (!isLocalPlayer) return;
if (characterController.isGrounded)
moveInput = context.ReadValue<Vector2>();
else moveInput = Vector2.zero;
}
public void OnJump(InputAction.CallbackContext context)
{
if (!isLocalPlayer) return;
if (characterController.isGrounded)
{
moveDir.y = jumpSpeed;
}
}
public void OnEsc(InputAction.CallbackContext context)
{
if (!isLocalPlayer) return;
if(Cursor.lockState == CursorLockMode.Locked)
Cursor.lockState = CursorLockMode.None;
else
Cursor.lockState = CursorLockMode.Locked;
}
}