移动同步
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@@ -3,65 +3,82 @@ using UnityEngine.InputSystem;
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namespace Agame
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{
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/// <summary>
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/// 第一人称视角控制:鼠标横移带动 body 偏航,纵移带动相机俯仰。
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///
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/// 网络侧前提(重要):本组件挂在 PlayerCamera 上,而 PlayerCamera 只会被
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/// <see cref="PlayerController"/> 为「本地拥有者」启用(见其 ApplyOwnership)。
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/// 非拥有者客户端的相机是 disabled 的,因此这里不会执行,天然不需要再判所有权。
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///
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/// 反过来说:如果日后把 PlayerCamera 改成常驻启用,必须补上所有权判断,
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/// 否则每个客户端都会用自己的鼠标去转动别人玩家的视角。
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/// </summary>
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public class MouseLook : MonoBehaviour
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{
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[Header("Sensitivity")]
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[Tooltip("Degrees of rotation per pixel of mouse movement.")]
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public float mouseSensitivity = 0.12f;
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[SerializeField] private float mouseSensitivity = 0.12f;
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[Header("Vertical Clamp")]
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public float minLookAngle = -80f;
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public float maxLookAngle = 80f;
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[SerializeField] private float minLookAngle = -80f;
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[SerializeField] private float maxLookAngle = 80f;
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[Header("References")]
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public Transform characterBody;
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[Tooltip("被偏航(Horizontal)的躯体 Transform,通常是玩家根节点。")]
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[SerializeField] private Transform characterBody;
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private float xRotation = 0f;
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private float _xRotation;
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private bool _warnedMissingBody;
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private void Start()
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private void OnEnable()
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{
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// 跟随本对象的启用状态锁定光标:只有本地拥有者的相机会被启用,
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// 所以光标锁定/释放自然就只在拥有者这一侧发生。
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LockCursor(true);
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}
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private void OnDisable()
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{
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// 对象被禁用(非拥有者,或玩家已下线)时务必释放光标,否则会锁死在别人的机器上。
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LockCursor(false);
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}
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private void Update()
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{
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var kb = Keyboard.current;
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var mouse = Mouse.current;
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Mouse mouse = Mouse.current;
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if (mouse == null)
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{
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return;
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}
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// Esc releases the cursor, left click grabs it again (editor-friendly)
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// Esc 释放光标,左键重新抓取(方便编辑器里切出去)。
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Keyboard kb = Keyboard.current;
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if (kb != null && kb.escapeKey.wasPressedThisFrame)
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{
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LockCursor(false);
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}
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if (mouse.leftButton.wasPressedThisFrame && Cursor.lockState != CursorLockMode.Locked)
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{
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LockCursor(true);
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}
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if (Cursor.lockState != CursorLockMode.Locked)
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{
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return;
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}
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// Mouse delta is in pixels for the new Input System
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// 新输入系统下 delta 的单位是像素,不是轴值。
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Vector2 delta = mouse.delta.ReadValue();
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float mouseX = delta.x * mouseSensitivity;
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float mouseY = delta.y * mouseSensitivity;
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// Yaw the body left/right
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// 横移:转动躯体
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if (characterBody != null)
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{
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characterBody.Rotate(Vector3.up * mouseX);
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characterBody.Rotate(Vector3.up * (delta.x * mouseSensitivity));
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}
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else if (!_warnedMissingBody)
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{
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_warnedMissingBody = true;
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Debug.LogWarning(
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$"[{nameof(MouseLook)}] 未指定 Character Body,水平视角不会生效。请指向玩家根节点的 Transform。",
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this);
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}
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// Pitch the camera up/down
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xRotation -= mouseY;
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xRotation = Mathf.Clamp(xRotation, minLookAngle, maxLookAngle);
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transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
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// 纵移:俯仰相机,并夹在上下限之间防止翻转
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_xRotation = Mathf.Clamp(_xRotation - (delta.y * mouseSensitivity), minLookAngle, maxLookAngle);
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transform.localRotation = Quaternion.Euler(_xRotation, 0f, 0f);
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}
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private void LockCursor(bool locked)
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@@ -1,64 +1,154 @@
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using FishNet.Component.Transforming;
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using FishNet.Connection;
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using FishNet.Object;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace Agame
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{
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/// <summary>
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/// 玩家移动控制 —— FishNet 客户端授权模式。
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/// 参考:Docs/联机方案选型.md §3.3,以及官方教程 "Moving Your Player Around"。
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///
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/// 职责边界:本组件只负责「读输入 + 驱动 CharacterController」。
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/// 位置/旋转的同步交给 Player 预制体上的 NetworkTransform(Client Authoritative),
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/// 这里不写任何 RPC / SyncVar。
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///
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/// FishNet 4.7.3 下的三条硬约束:
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/// 1. 必须继承 NetworkBehaviour 而非 MonoBehaviour,否则拿不到 IsOwner 与网络生命周期回调。
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/// 2. IsOwner 禁止在 Awake / Start / OnStartServer / OnStartNetwork 里访问 ——
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/// FishNet 代码生成器会直接抛编译错误,按拥有者初始化的逻辑要放在 OnStartClient。
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/// 3. 只有拥有者能驱动自己的对象,少了这道判断就会去移动别人的玩家。
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/// </summary>
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[RequireComponent(typeof(CharacterController))]
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public class PlayerController : MonoBehaviour
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public class PlayerController : NetworkBehaviour
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{
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[Header("Movement")]
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public float moveSpeed = 5f;
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public float sprintSpeed = 8f;
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public float gravity = -20f;
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public float jumpHeight = 1.5f;
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[SerializeField, Min(0f)] private float moveSpeed = 5f;
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[SerializeField, Min(0f)] private float sprintSpeed = 8f;
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private CharacterController controller;
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private Vector3 velocity;
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private bool isGrounded;
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[Header("Gravity & Jump")]
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[Tooltip("负值向下。")]
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[SerializeField] private float gravity = -20f;
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[SerializeField, Min(0f)] private float jumpHeight = 1.5f;
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[Header("Ownership")]
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[Tooltip("仅本地拥有者需要启用的对象(玩家相机等)。非拥有者会被自动禁用,避免多相机抢占渲染。")]
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[SerializeField] private GameObject[] ownerOnlyObjects;
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private CharacterController _controller;
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private Vector3 _verticalVelocity;
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private void Awake()
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{
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controller = GetComponent<CharacterController>();
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// Awake 中不得访问 IsOwner,这里只做纯本地缓存。
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_controller = GetComponent<CharacterController>();
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}
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public override void OnStartClient()
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{
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base.OnStartClient();
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// 用 OnStartClient 而不是 Awake/Start:走到这里说明对象已完成网络链接、
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// 所有权已分配,此时 IsOwner 才是可信的。
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ApplyOwnership();
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WarnIfTransformNotSynchronized();
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}
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public override void OnOwnershipClient(NetworkConnection prevOwner)
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{
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base.OnOwnershipClient(prevOwner);
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// 所有权可能中途变更(例如将来的主机迁移),相机等要跟着切换。
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ApplyOwnership();
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}
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private void Update()
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{
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var kb = Keyboard.current;
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if (kb == null)
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{
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// 只驱动本地拥有者,否则每个客户端都会去移动别人的玩家。
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if (!IsOwner)
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return;
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}
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isGrounded = controller.isGrounded;
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if (isGrounded && velocity.y < 0f)
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{
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velocity.y = -2f;
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}
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Keyboard kb = Keyboard.current;
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if (kb == null)
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return;
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// WASD input
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float speed = kb.leftShiftKey.isPressed ? sprintSpeed : moveSpeed;
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Vector3 moveDirection = ReadMoveDirection(kb);
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_controller.Move(moveDirection * (speed * Time.deltaTime));
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UpdateJumpAndGravity(kb);
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}
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/// <summary>
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/// 读取 WASD 并转换为相对于角色自身朝向的方向(body 的偏航由 MouseLook 负责)。
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/// 斜向输入做归一化,避免对角线移动比正向更快。
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/// </summary>
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private Vector3 ReadMoveDirection(Keyboard kb)
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{
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float moveX = 0f;
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float moveZ = 0f;
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if (kb.aKey.isPressed) moveX -= 1f;
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if (kb.dKey.isPressed) moveX += 1f;
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if (kb.sKey.isPressed) moveZ -= 1f;
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if (kb.wKey.isPressed) moveZ += 1f;
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// Move relative to the capsule's own facing (which MouseLook rotates)
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Vector3 move = transform.right * moveX + transform.forward * moveZ;
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move = Vector3.ClampMagnitude(move, 1f);
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Vector3 direction = transform.right * moveX + transform.forward * moveZ;
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return Vector3.ClampMagnitude(direction, 1f);
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}
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float speed = kb.leftShiftKey.isPressed ? sprintSpeed : moveSpeed;
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controller.Move(move * speed * Time.deltaTime);
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private void UpdateJumpAndGravity(Keyboard kb)
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{
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bool isGrounded = _controller.isGrounded;
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// Jump
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if (kb.spaceKey.wasPressedThisFrame && isGrounded)
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// 贴地时保留一点向下的力,防止 isGrounded 在斜坡/台阶上反复抖动。
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if (isGrounded && _verticalVelocity.y < 0f)
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_verticalVelocity.y = -2f;
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if (isGrounded && kb.spaceKey.wasPressedThisFrame)
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{
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velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
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// 由目标跳跃高度反推初速度:v = sqrt(2 * g * h)
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_verticalVelocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
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}
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// Gravity
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velocity.y += gravity * Time.deltaTime;
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controller.Move(velocity * Time.deltaTime);
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_verticalVelocity.y += gravity * Time.deltaTime;
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_controller.Move(_verticalVelocity * Time.deltaTime);
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}
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/// <summary>
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/// 按所有权开关"只属于本地玩家"的对象。最典型的是玩家相机:
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/// 若每个客户端的相机都常驻启用,N 个玩家就会互相抢渲染。
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/// </summary>
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private void ApplyOwnership()
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{
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if (ownerOnlyObjects == null)
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return;
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foreach (GameObject target in ownerOnlyObjects)
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{
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if (target != null)
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target.SetActive(IsOwner);
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}
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}
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/// <summary>
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/// 缺少 NetworkTransform 时位置不会同步,但画面上"自己能走",极易误判成逻辑没问题。
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/// 这里主动报一次,省掉对着两个人不同步干瞪眼的时间。
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/// </summary>
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private void WarnIfTransformNotSynchronized()
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{
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if (!IsOwner)
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return;
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if (GetComponent<NetworkTransform>() == null)
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{
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Debug.LogWarning(
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$"[{nameof(PlayerController)}] {name} 上没有 NetworkTransform,位置不会同步到其他客户端。" +
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"请在 Player 预制体上加 NetworkTransform,并开启 Client Authoritative 与 Synchronize Position。",
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this);
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}
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}
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}
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}
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