移除错误的玩家预制体

This commit is contained in:
2026-09-17 22:22:04 +08:00
parent 3439853782
commit ef69939fa1
5 changed files with 0 additions and 522 deletions
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using UnityEngine;
using UnityEngine.InputSystem;
/// <summary>
/// Capsule player: camera-relative movement, jump, gravity and mouse look.
/// Input comes from the project asset Assets/InputSystem_Actions.inputactions
/// ("Player" map: Move / Jump / Sprint).
/// </summary>
[RequireComponent(typeof(CharacterController))]
public class PlayerController : MonoBehaviour
{
[Header("Input")]
[Tooltip("Optional: the project's InputSystem_Actions asset. Actions are resolved by name from it.")]
[SerializeField] private InputActionAsset actionsAsset;
[Tooltip("Optional explicit references. Take priority over actionsAsset when set.")]
[SerializeField] private InputActionReference moveAction;
[SerializeField] private InputActionReference jumpAction;
[SerializeField] private InputActionReference sprintAction;
private InputAction _move;
private InputAction _jump;
private InputAction _sprint;
[Header("Movement")]
[SerializeField] private float walkSpeed = 5f;
[SerializeField] private float sprintMultiplier = 1.8f;
[SerializeField] private float acceleration = 14f;
[SerializeField] private float rotationSpeed = 14f;
[SerializeField] private float jumpHeight = 1.4f;
[Header("Gravity")]
[SerializeField] private float gravity = -22f;
[SerializeField] private float groundedForce = -2f;
[Tooltip("Extra ground probe at the feet, in addition to CharacterController.isGrounded.")]
[SerializeField] private float groundCheckRadius = 0.12f;
[Tooltip("Probe height relative to the transform origin. The capsule's feet are at y = 0.")]
[SerializeField] private float groundCheckOffset = 0.12f;
[SerializeField] private LayerMask groundMask = ~0;
[Header("Camera")]
[SerializeField] private Transform cameraPivot;
[Tooltip("Create a third-person camera at runtime when the scene has no Main Camera.")]
[SerializeField] private bool createCameraIfMissing = true;
[SerializeField] private bool controlCursor = true;
[SerializeField] private float lookSensitivity = 0.12f;
[SerializeField] private float pitchMin = -35f;
[SerializeField] private float pitchMax = 70f;
[SerializeField] private float cameraDistance = 5f;
[SerializeField] private float cameraHeight = 1.2f;
[SerializeField] private float cameraSideOffset = 0.6f;
private CharacterController _controller;
private Vector3 _planarVelocity;
private float _verticalVelocity;
private bool _grounded;
private float _yaw;
private float _pitch = 15f;
private Camera _camera;
public bool IsGrounded { get { return _grounded; } }
public float CurrentSpeed { get { return _planarVelocity.magnitude; } }
private void Awake()
{
_controller = GetComponent<CharacterController>();
_yaw = transform.eulerAngles.y;
ResolveActions();
EnableActions(true);
}
/// <summary>
/// Prefers explicit InputActionReference fields, otherwise resolves
/// "Player/Move", "Player/Jump" and "Player/Sprint" from the actions asset.
/// </summary>
private void ResolveActions()
{
_move = moveAction != null ? moveAction.action : null;
_jump = jumpAction != null ? jumpAction.action : null;
_sprint = sprintAction != null ? sprintAction.action : null;
if (actionsAsset == null) return;
if (_move == null) _move = actionsAsset.FindAction("Player/Move", false);
if (_jump == null) _jump = actionsAsset.FindAction("Player/Jump", false);
if (_sprint == null) _sprint = actionsAsset.FindAction("Player/Sprint", false);
}
private void OnEnable()
{
EnableActions(true);
if (controlCursor)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
private void OnDisable()
{
if (controlCursor)
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
private void EnableActions(bool enable)
{
SetEnabled(_move, enable);
SetEnabled(_jump, enable);
SetEnabled(_sprint, enable);
}
private static void SetEnabled(InputAction action, bool enable)
{
if (action == null) return;
if (enable) action.Enable();
else action.Disable();
}
private void Update()
{
ReadLook();
ReadMove();
ApplyGravityAndJump();
Move();
UpdateCamera();
}
private void ReadLook()
{
if (Mouse.current == null) return;
Vector2 delta = Mouse.current.delta.ReadValue() * lookSensitivity;
_yaw += delta.x;
_pitch = Mathf.Clamp(_pitch - delta.y, pitchMin, pitchMax);
}
private void ReadMove()
{
Vector2 input = _move != null ? _move.ReadValue<Vector2>() : Vector2.zero;
Quaternion yawRotation = Quaternion.Euler(0f, _yaw, 0f);
Vector3 desired = yawRotation * new Vector3(input.x, 0f, input.y);
if (desired.sqrMagnitude > 1f) desired.Normalize();
float speed = walkSpeed;
if (_sprint != null && _sprint.IsPressed())
speed *= sprintMultiplier;
_planarVelocity = Vector3.MoveTowards(_planarVelocity, desired * speed, acceleration * Time.deltaTime);
}
private void ApplyGravityAndJump()
{
// CharacterController.isGrounded is the authoritative check (its capsule
// matches the visual): the extra sphere probe only helps on slopes/steps.
Vector3 origin = transform.position + Vector3.up * groundCheckOffset;
bool probeHit = Physics.CheckSphere(origin, groundCheckRadius, groundMask, QueryTriggerInteraction.Ignore);
_grounded = _controller.isGrounded || probeHit;
if (_grounded && _verticalVelocity < 0f) _verticalVelocity = groundedForce;
bool wantsJump = _jump != null && _jump.WasPressedThisFrame();
if (wantsJump && _grounded)
_verticalVelocity = Mathf.Sqrt(jumpHeight * -2f * gravity);
_verticalVelocity += gravity * Time.deltaTime;
}
private void Move()
{
Vector3 motion = _planarVelocity + Vector3.up * _verticalVelocity;
_controller.Move(motion * Time.deltaTime);
if (_planarVelocity.sqrMagnitude > 0.05f)
{
Quaternion target = Quaternion.LookRotation(_planarVelocity.normalized, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, target, rotationSpeed * Time.deltaTime);
}
}
private void UpdateCamera()
{
if (_camera == null)
{
_camera = Camera.main;
if (_camera == null && createCameraIfMissing)
_camera = CreateFallbackCamera();
if (_camera == null) return;
}
Transform pivot = cameraPivot != null ? cameraPivot : transform;
Vector3 pivotPoint = pivot.position + Vector3.up * cameraHeight + pivot.right * cameraSideOffset;
Quaternion rotation = Quaternion.Euler(_pitch, _yaw, 0f);
Vector3 position = pivotPoint + rotation * new Vector3(0f, 0f, -cameraDistance);
_camera.transform.SetPositionAndRotation(position, rotation);
}
/// <summary>
/// Builds a third-person camera at runtime so the prefab is playable even in
/// a scene that has no camera. Only used when not overridden by an existing Main Camera.
/// </summary>
private static Camera CreateFallbackCamera()
{
GameObject cameraObject = new GameObject("PlayerCamera");
cameraObject.tag = "MainCamera";
Camera camera = cameraObject.AddComponent<Camera>();
camera.fieldOfView = 60f;
camera.nearClipPlane = 0.1f;
camera.farClipPlane = 1000f;
cameraObject.AddComponent<AudioListener>();
return camera;
}
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position + Vector3.up * groundCheckOffset, groundCheckRadius);
}}