101 lines
3.8 KiB
C#
101 lines
3.8 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace MuHua {
|
|
/// <summary>
|
|
/// 动作运动控制器
|
|
/// </summary>
|
|
[RequireComponent(typeof(CharacterController))]
|
|
public class KinesisMovement : MonoBehaviour {
|
|
public float moveSpeed = 5;// 移动速度
|
|
public float acceleration = 10.0f;// 加速度
|
|
[Range(0.0f, 0.3f)]
|
|
public float rotationSmoothTime = 0.12f;// 旋转平滑
|
|
|
|
protected float currentSpeed;// 当前速度
|
|
protected Vector2 moveDirection;// 移动方向
|
|
protected float animationBlend;// 动画混合速度
|
|
protected float targetRotation = 0.0f;// 旋转目标
|
|
protected float rotationVelocity;// 旋转速度
|
|
protected float verticalVelocity;// 垂直速度
|
|
protected IKinesis kinesis;// 当前动作
|
|
protected KinesisAnimator animator;// 动作动画控制器
|
|
protected CharacterController controller;// 角色控制器
|
|
|
|
public virtual bool IsStop => currentSpeed == 0;
|
|
|
|
public virtual void Awake() {
|
|
animator = GetComponent<KinesisAnimator>();
|
|
controller = GetComponent<CharacterController>();
|
|
}
|
|
public virtual void Update() {
|
|
PlanarMovement();
|
|
}
|
|
|
|
/// <summary> 设置动作 </summary>
|
|
public virtual void SetKinesis(IKinesis kinesis) => this.kinesis = kinesis;
|
|
/// <summary> 设置方向 </summary>
|
|
public virtual void SetDirection(Vector2 moveDirection) => this.moveDirection = moveDirection;
|
|
/// <summary> 停止移动 </summary>
|
|
public virtual void StopMovement() {
|
|
currentSpeed = 0;
|
|
moveDirection = Vector2.zero;
|
|
animationBlend = 0;
|
|
animator?.SetFloat("MoveSpeed", animationBlend);
|
|
}
|
|
|
|
/// <summary> 平面移动 </summary>
|
|
public virtual void PlanarMovement() {
|
|
// 设定目标速度
|
|
float targetSpeed = moveSpeed;
|
|
|
|
// 一种简单的加速和减速设计,易于拆卸、更换或迭代
|
|
|
|
// 如果没有输入,将目标速度设置为0
|
|
if (moveDirection == Vector2.zero && currentSpeed == 0) { return; }
|
|
if (moveDirection == Vector2.zero) targetSpeed = 0.0f;
|
|
|
|
// 当前水平速度的参考
|
|
// float currentHorizontalSpeed = new Vector3(controller.velocity.x, 0.0f, controller.velocity.z).magnitude;
|
|
|
|
// float speedOffset = 0.1f;
|
|
|
|
// 加速或减速至目标速度
|
|
// if (currentHorizontalSpeed < targetSpeed - speedOffset || currentHorizontalSpeed > targetSpeed + speedOffset) {
|
|
// 产生弯曲的结果,而不是线性的结果,从而产生更有机的速度变化
|
|
// 注意Lerp中的T是夹紧的,所以我们不需要夹紧我们的速度
|
|
currentSpeed = Mathf.Lerp(currentSpeed, targetSpeed, Time.deltaTime * acceleration);
|
|
|
|
// round speed to 3 decimal places
|
|
currentSpeed = Mathf.Round(currentSpeed * 1000f) / 1000f;
|
|
// }
|
|
// else { currentSpeed = targetSpeed; }
|
|
|
|
animationBlend = Mathf.Lerp(animationBlend, targetSpeed, Time.deltaTime * acceleration);
|
|
if (animationBlend < 0.01f) animationBlend = 0f;
|
|
|
|
// 使输入方向标准化
|
|
Vector3 inputDirection = new Vector3(moveDirection.x, 0.0f, moveDirection.y).normalized;
|
|
|
|
// 如果有移动输入,则在玩家移动时旋转玩家
|
|
if (moveDirection != Vector2.zero) {
|
|
targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg;
|
|
float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref rotationVelocity, rotationSmoothTime);
|
|
|
|
// 相对于相机位置旋转到面向输入方向
|
|
transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
|
|
}
|
|
|
|
|
|
Vector3 targetDirection = Quaternion.Euler(0.0f, targetRotation, 0.0f) * Vector3.forward;
|
|
|
|
// 移动
|
|
controller.Move(targetDirection.normalized * (currentSpeed * Time.deltaTime) + new Vector3(0.0f, verticalVelocity, 0.0f) * Time.deltaTime);
|
|
|
|
// 如果使用角色,请更新动画师
|
|
animator?.SetFloat("MoveSpeed", animationBlend);
|
|
}
|
|
}
|
|
}
|