Files
Vision/Assets/Scripts/Gameplay/PlayerMoveController.cs
2026-10-14 14:46:24 +08:00

101 lines
3.4 KiB
C#

using UnityEngine;
/// <summary>
/// 用 UI 虚拟摇杆(移动轮盘)驱动角色移动,替代原来的点击地面移动。
///
/// 用法:挂在带 CharacterController 的角色上,把场景里的 <see cref="VirtualJoystick"/>
/// 拖到 joystick 字段(在 Inspector / 预制体里接线,代码里不查找节点)。
/// 摇杆方向默认按摄像机朝向换算成世界方向,推杆越满速度越快;只做水平移动,y 不变。
/// </summary>
[RequireComponent(typeof(CharacterController))]
public class PlayerMoveController : MonoBehaviour
{
[Header("输入")]
[Tooltip("移动轮盘;必须在 Inspector / 预制体里指定,留空角色不会移动")]
[SerializeField] private VirtualJoystick joystick;
[Tooltip("是否按摄像机朝向移动(关掉则按世界坐标轴移动)")]
[SerializeField] private bool cameraRelative = true;
[Tooltip("朝向参考的摄像机,留空用 Camera.main")]
[SerializeField] private Transform cameraTransform;
[Header("移动")]
[Tooltip("满杆时的移动速度(单位/秒)")]
[SerializeField] private float speed = 5f;
[Tooltip("转向平滑速度,越大转得越快")]
[SerializeField] private float turnSpeed = 12f;
[Tooltip("输入平滑时间(0 = 立刻响应)")]
[SerializeField] private float inputSmoothing = 0.05f;
private CharacterController _controller;
private Vector2 _smoothedInput;
private Vector2 _smoothingVelocity;
private void Awake()
{
_controller = GetComponent<CharacterController>();
if (joystick == null)
Debug.LogError("[PlayerMoveController] 没有指定移动轮盘(joystick),请在 Inspector / 预制体里拖入。", this);
}
private void Update()
{
Vector2 input = joystick != null ? joystick.Value : Vector2.zero;
if (inputSmoothing > 0f)
input = Vector2.SmoothDamp(_smoothedInput, input, ref _smoothingVelocity, inputSmoothing);
_smoothedInput = input;
if (input.sqrMagnitude <= 0.0001f)
return;
Vector3 direction = ToWorldDirection(input);
if (direction.sqrMagnitude <= 0.0001f)
return;
_controller.Move(direction * (speed * input.magnitude * Time.deltaTime));
transform.rotation = Quaternion.Slerp(
transform.rotation,
Quaternion.LookRotation(direction),
Time.deltaTime * turnSpeed);
}
/// <summary>把摇杆的二维输入换算成世界方向(水平面内,已归一化)。</summary>
private Vector3 ToWorldDirection(Vector2 input)
{
Vector3 forward = Vector3.forward;
Vector3 right = Vector3.right;
if (cameraRelative)
{
Transform cam = cameraTransform != null
? cameraTransform
: (Camera.main != null ? Camera.main.transform : null);
if (cam != null)
{
forward = cam.forward;
forward.y = 0f;
right = cam.right;
right.y = 0f;
if (forward.sqrMagnitude > 0.0001f) forward.Normalize();
else forward = Vector3.forward;
if (right.sqrMagnitude > 0.0001f) right.Normalize();
else right = Vector3.right;
}
}
Vector3 dir = right * input.x + forward * input.y;
if (dir.sqrMagnitude > 1f)
dir.Normalize();
return dir;
}
}