Files
StudyCase/Assets/Scripts/ThirdCharacterController.cs
2025-11-24 21:29:46 +08:00

73 lines
2.4 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class ThirdCharacterController : MonoBehaviour
{
public CharacterController characterController;
public Animator animator;
public Transform forward;
public Transform model;
public List<GameObject> hitItems = new List<GameObject>();
public Cinemachine.CinemachineVirtualCamera vCam;
public float moveSpeed = 5f;
public float jumpSpeed = 2f;
public float turnSpeed = 10f;
public float gravity = 10f;
public float maxDistance = 100f;
public LayerMask layerMask;
public bool areaPick;
Vector3 moveDir;
Vector2 moveInput;
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
}
private void Update()
{
Move();
}
public void CheckRayHit()
{
Ray ray = new Ray(vCam.transform.position, vCam.transform.forward);
RaycastHit raycastHit;
if(Physics.Raycast(ray,out raycastHit, maxDistance, layerMask))
{
Debug.Log($"CheckRayHit:{raycastHit.collider.gameObject.name}");
hitItems[0] = raycastHit.collider.gameObject;
}
}
public 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);
}
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)
{
}
}