case3
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120
Assets/Scripts/StudyCase3/ThirdCharacterController.cs
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120
Assets/Scripts/StudyCase3/ThirdCharacterController.cs
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using System.Collections.Generic;
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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 class ThirdCharacterController : MonoBehaviour
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{
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public CharacterController characterController;
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public Animator animator;
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public Transform forward;
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public Transform model;
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public Transform items;
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public 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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public bool pickUpByCollider;
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public float maxDistance = 5f;
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public LayerMask layer;
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public float itemsRotateSpeed = 100f;
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Vector3 moveDir;
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Vector2 moveInput;
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Item selectItem;
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private void Start()
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{
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Cursor.lockState = CursorLockMode.Locked;
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}
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private void Update()
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{
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Move();
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RotationItems();
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CheckRayHit();
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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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public void OnPickUp(InputAction.CallbackContext context)
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{
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if (context.performed && selectItem!=null)
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{
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selectItem.PickUp(items);
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selectItem = null;
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RearrangeItems();
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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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void CheckRayHit()
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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, layer))
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{
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Item curItem = hit.collider.GetComponent<Item>();
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if (curItem && 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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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 RotationItems()
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{
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items.transform.Rotate(0, itemsRotateSpeed*Time.deltaTime, 0);
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}
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void RearrangeItems()
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{
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int childCount = items.childCount;
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if (childCount == 0) return;
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float radius = 1.5f;
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float angleStep = 360f / childCount;
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for (int i = 0; i < childCount; i++)
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{
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Transform item = items.GetChild(i);
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float angle = i * angleStep;
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Quaternion rotation = Quaternion.Euler(0, angle, 0);
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item.localPosition = rotation * Vector3.forward * radius;
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item.localScale = Vector3.one * 0.1f;
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}
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}
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}
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}
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