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9e16e4be73 |
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using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
namespace Agame
|
||||
{
|
||||
/// <summary>
|
||||
/// 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。
|
||||
///
|
||||
/// 输入来自父节点(Player 根)上 PlayerInput 的 Look 动作。
|
||||
///
|
||||
/// 网络侧前提(重要):本组件挂在 PlayerCamera 上,而 PlayerCamera 只会被
|
||||
/// <see cref="PlayerController"/> 为「本地拥有者」启用(见其 ApplyOwnership)。
|
||||
/// 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。
|
||||
///
|
||||
/// 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,
|
||||
/// 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。
|
||||
///
|
||||
/// 关于光标:锁定/释放光标属于「窗口」层面,不是 gameplay 输入,
|
||||
/// 所以刻意没有做成 Action —— 那样的话玩家一旦切到别的输入上下文
|
||||
/// (比如打开菜单、禁用了 Player 这张 Map),连恢复光标的按键都收不到了。
|
||||
/// </summary>
|
||||
public class MouseLook : MonoBehaviour
|
||||
{
|
||||
[Header("Sensitivity")]
|
||||
[Tooltip("Degrees of rotation per pixel of mouse movement.")]
|
||||
[SerializeField] private float mouseSensitivity = 0.12f;
|
||||
|
||||
[Header("Vertical Clamp")]
|
||||
[SerializeField] private float minLookAngle = -80f;
|
||||
[SerializeField] private float maxLookAngle = 80f;
|
||||
|
||||
[Header("References")]
|
||||
[Tooltip("被偏航(Horizontal)的躯体 Transform,通常是玩家根节点。")]
|
||||
[SerializeField] private Transform characterBody;
|
||||
|
||||
private InputAction _lookAction;
|
||||
private float _xRotation;
|
||||
private bool _warnedMissingBody;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// PlayerInput 挂在父节点(Player 根)上;相机自身可能是 disabled 的,
|
||||
// 所以要 includeInactive 才能取到。
|
||||
PlayerInput playerInput = GetComponentInParent<PlayerInput>(includeInactive: true);
|
||||
_lookAction = PlayerInputNames.Resolve(playerInput, PlayerInputNames.Look, this);
|
||||
|
||||
// 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,
|
||||
// 所以光标锁定/释放自然就只在拥有者这一侧发生。
|
||||
LockCursor(true);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// 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。
|
||||
LockCursor(false);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
UpdateCursorLock();
|
||||
|
||||
if (Cursor.lockState != CursorLockMode.Locked)
|
||||
return;
|
||||
|
||||
if (_lookAction == null)
|
||||
return;
|
||||
|
||||
// Look 绑定的是 <Mouse>/delta,读出来的就是这一帧的鼠标位移(单位:像素)。
|
||||
Vector2 delta = _lookAction.ReadValue<Vector2>();
|
||||
|
||||
// 横移:转动躯体
|
||||
if (characterBody != null)
|
||||
{
|
||||
characterBody.Rotate(Vector3.up * (delta.x * mouseSensitivity));
|
||||
}
|
||||
else if (!_warnedMissingBody)
|
||||
{
|
||||
_warnedMissingBody = true;
|
||||
Debug.LogWarning(
|
||||
$"[{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。",
|
||||
this);
|
||||
}
|
||||
|
||||
// 纵移:俯仰相机,并夹在上下限之间防止翻转
|
||||
_xRotation = Mathf.Clamp(_xRotation - (delta.y * mouseSensitivity), minLookAngle, maxLookAngle);
|
||||
transform.localRotation = Quaternion.Euler(_xRotation, 0f, 0f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Esc 释放光标,左键重新抓取(方便编辑器里切出去)。
|
||||
/// </summary>
|
||||
private void UpdateCursorLock()
|
||||
{
|
||||
Keyboard keyboard = Keyboard.current;
|
||||
if (keyboard != null && keyboard.escapeKey.wasPressedThisFrame)
|
||||
LockCursor(false);
|
||||
|
||||
Mouse mouse = Mouse.current;
|
||||
if (mouse != null && mouse.leftButton.wasPressedThisFrame && Cursor.lockState != CursorLockMode.Locked)
|
||||
LockCursor(true);
|
||||
}
|
||||
|
||||
private void LockCursor(bool locked)
|
||||
{
|
||||
Cursor.lockState = locked ? CursorLockMode.Locked : CursorLockMode.None;
|
||||
Cursor.visible = !locked;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
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||||
guid: ca68f61e4f5bf6b439395d4aa1b7334a
|
||||
@@ -0,0 +1,175 @@
|
||||
using FishNet.Component.Transforming;
|
||||
using FishNet.Connection;
|
||||
using FishNet.Object;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
namespace Agame
|
||||
{
|
||||
/// <summary>
|
||||
/// 玩家移动控制 —— FishNet 客户端授权 + Input System 的 PlayerInput / Actions 方案。
|
||||
///
|
||||
/// 输入链路:
|
||||
/// Assets/_Game/Input/PlayerControls.inputactions
|
||||
/// → Player 根节点上的 PlayerInput 组件(仅本地拥有者启用)
|
||||
/// → 本脚本在 Update 里读取 Move / Sprint / Jump
|
||||
///
|
||||
/// 本脚本同时兼任「输入与相机的所有权开关」,见 ApplyOwnership 的注释。
|
||||
///
|
||||
/// FishNet 4.7.3 的三条硬约束(与输入方案无关,继续沿用):
|
||||
/// 1. 必须继承 NetworkBehaviour,否则拿不到 IsOwner 与网络生命周期回调。
|
||||
/// 2. IsOwner 禁止在 Awake / Start / OnStartServer / OnStartNetwork 中访问 ——
|
||||
/// FishNet 的 ILPP 会直接报编译错误。
|
||||
/// 3. 只有拥有者能驱动自己的对象,少了 IsOwner 判断就会去移动别人的玩家。
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
public class PlayerController : NetworkBehaviour
|
||||
{
|
||||
[Header("Movement")]
|
||||
[SerializeField, Min(0f)] private float moveSpeed = 5f;
|
||||
[SerializeField, Min(0f)] private float sprintSpeed = 8f;
|
||||
|
||||
[Header("Gravity & Jump")]
|
||||
[Tooltip("负值向下。")]
|
||||
[SerializeField] private float gravity = -20f;
|
||||
[SerializeField, Min(0f)] private float jumpHeight = 1.5f;
|
||||
|
||||
[Header("Ownership")]
|
||||
[Tooltip("仅本地拥有者需要启用的对象(玩家相机等)。非拥有者会自动禁用,避免多相机抢占渲染。")]
|
||||
[SerializeField] private GameObject[] ownerOnlyObjects;
|
||||
|
||||
private CharacterController _controller;
|
||||
private PlayerInput _playerInput;
|
||||
|
||||
private InputAction _moveAction;
|
||||
private InputAction _jumpAction;
|
||||
private InputAction _sprintAction;
|
||||
|
||||
private Vector3 _verticalVelocity;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Awake 中不得访问 IsOwner,这里只做纯本地缓存。
|
||||
_controller = GetComponent<CharacterController>();
|
||||
_playerInput = GetComponent<PlayerInput>();
|
||||
|
||||
if (_playerInput == null)
|
||||
{
|
||||
Debug.LogError(
|
||||
$"[{nameof(PlayerController)}] {name} 上找不到 PlayerInput 组件,输入将不可用。" +
|
||||
$"请在玩家预制体上加 PlayerInput,并把 Actions 指向 {PlayerInputNames.AssetFileName}。",
|
||||
this);
|
||||
return;
|
||||
}
|
||||
|
||||
_moveAction = PlayerInputNames.Resolve(_playerInput, PlayerInputNames.Move, this);
|
||||
_jumpAction = PlayerInputNames.Resolve(_playerInput, PlayerInputNames.Jump, this);
|
||||
_sprintAction = PlayerInputNames.Resolve(_playerInput, PlayerInputNames.Sprint, this);
|
||||
}
|
||||
|
||||
public override void OnStartClient()
|
||||
{
|
||||
base.OnStartClient();
|
||||
|
||||
// 用 OnStartClient 而不是 Awake/Start:走到这里说明对象已完成网络链接、
|
||||
// 所有权已分配,此时 IsOwner 才是可信的。
|
||||
ApplyOwnership();
|
||||
WarnIfTransformNotSynchronized();
|
||||
}
|
||||
|
||||
public override void OnOwnershipClient(NetworkConnection prevOwner)
|
||||
{
|
||||
base.OnOwnershipClient(prevOwner);
|
||||
|
||||
// 所有权可能中途变更(例如将来的主机迁移),输入与相机要跟着切换。
|
||||
ApplyOwnership();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
// 只驱动本地拥有者。
|
||||
if (!IsOwner)
|
||||
return;
|
||||
|
||||
Vector2 moveInput = _moveAction != null ? _moveAction.ReadValue<Vector2>() : Vector2.zero;
|
||||
Vector3 moveDirection = BuildMoveDirection(moveInput);
|
||||
|
||||
bool isSprinting = _sprintAction != null && _sprintAction.IsPressed();
|
||||
float speed = isSprinting ? sprintSpeed : moveSpeed;
|
||||
|
||||
_controller.Move(moveDirection * (speed * Time.deltaTime));
|
||||
|
||||
bool jumpPressed = _jumpAction != null && _jumpAction.WasPressedThisFrame();
|
||||
UpdateJumpAndGravity(jumpPressed);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 把 Move 的二维输入转换为相对于角色自身朝向的三维方向
|
||||
/// (body 的偏航由 MouseLook 负责)。斜向输入做归一化,避免对角线移动比正向更快。
|
||||
/// </summary>
|
||||
private Vector3 BuildMoveDirection(Vector2 moveInput)
|
||||
{
|
||||
Vector3 direction = transform.right * moveInput.x + transform.forward * moveInput.y;
|
||||
return Vector3.ClampMagnitude(direction, 1f);
|
||||
}
|
||||
|
||||
private void UpdateJumpAndGravity(bool jumpPressed)
|
||||
{
|
||||
bool isGrounded = _controller.isGrounded;
|
||||
|
||||
// 贴地时保留一点向下的力,防止 isGrounded 在斜坡/台阶上反复抖动。
|
||||
if (isGrounded && _verticalVelocity.y < 0f)
|
||||
_verticalVelocity.y = -2f;
|
||||
|
||||
if (isGrounded && jumpPressed)
|
||||
{
|
||||
// 由目标跳跃高度反推初速度:v = sqrt(2 * g * h)
|
||||
_verticalVelocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
|
||||
}
|
||||
|
||||
_verticalVelocity.y += gravity * Time.deltaTime;
|
||||
_controller.Move(_verticalVelocity * Time.deltaTime);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 按所有权统一开关「只属于本地玩家」的东西:PlayerInput 与玩家相机。
|
||||
///
|
||||
/// 集中放在这里的原因:这两样都是「一个客户端只该有一份生效」。
|
||||
/// 散到各脚本里各自 enable 容易漏,而且会出现顺序问题 ——
|
||||
/// PlayerCamera 上的 MouseLook 在 OnEnable 里就要读 Look 动作,
|
||||
/// 所以必须先开 PlayerInput、再启用相机,否则第一帧读不到值。
|
||||
/// </summary>
|
||||
private void ApplyOwnership()
|
||||
{
|
||||
if (_playerInput != null)
|
||||
_playerInput.enabled = IsOwner;
|
||||
|
||||
if (ownerOnlyObjects == null)
|
||||
return;
|
||||
|
||||
foreach (GameObject target in ownerOnlyObjects)
|
||||
{
|
||||
if (target != null)
|
||||
target.SetActive(IsOwner);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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。
|
||||
/// 这里主动报一次,省掉对着两个人不同步干瞪眼的时间。
|
||||
/// </summary>
|
||||
private void WarnIfTransformNotSynchronized()
|
||||
{
|
||||
if (!IsOwner)
|
||||
return;
|
||||
|
||||
if (GetComponent<NetworkTransform>() == null)
|
||||
{
|
||||
Debug.LogWarning(
|
||||
$"[{nameof(PlayerController)}] {name} 上没有 NetworkTransform,位置不会同步到其他客户端。" +
|
||||
"请在 Player 预制体上加 NetworkTransform,并开启 Client Authoritative 与 Synchronize Position。",
|
||||
this);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b6780c1c0b9d27c46a0bd43f0d2291f6
|
||||
@@ -0,0 +1,54 @@
|
||||
using FishNet.Object;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Agame
|
||||
{
|
||||
/// <summary>
|
||||
/// 按攻击键在当前位置生成一个方块,生成动作经 ServerRpc 在服务端执行。
|
||||
///
|
||||
/// 输入来自 Player 根节点上 PlayerInput 的 Attack 动作 —— 与 <see cref="PlayerController"/>
|
||||
/// 共用同一个 PlayerInput(因此 PlayerInput 的启用/禁用也统一由 PlayerController 按所有权管理,
|
||||
/// 这里只读动作,不再自己 enable 组件)。
|
||||
/// </summary>
|
||||
public class PlayerCubeCreator : NetworkBehaviour
|
||||
{
|
||||
[Tooltip("要生成的方块预制体。必须已登记进 FishNet 的可生成预制体列表(DefaultPrefabObjects)。")]
|
||||
[FormerlySerializedAs("CubePrefab")]
|
||||
[SerializeField] private NetworkObject cubePrefab;
|
||||
|
||||
private InputAction _attackAction;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Awake 中不得访问 IsOwner,这里只做纯本地缓存。
|
||||
_attackAction = PlayerInputNames.Resolve(GetComponent<PlayerInput>(), PlayerInputNames.Attack, this);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
// 只让拥有者发起攻击,否则每个客户端都会去指挥别人的玩家造方块。
|
||||
if (!IsOwner)
|
||||
return;
|
||||
|
||||
if (_attackAction != null && _attackAction.WasPressedThisFrame())
|
||||
SpawnCube();
|
||||
}
|
||||
|
||||
[ServerRpc]
|
||||
private void SpawnCube()
|
||||
{
|
||||
if (cubePrefab == null)
|
||||
{
|
||||
Debug.LogError(
|
||||
$"[{nameof(PlayerCubeCreator)}] {name} 的 Cube Prefab 没有指定,无法生成方块。",
|
||||
this);
|
||||
return;
|
||||
}
|
||||
|
||||
NetworkObject obj = Instantiate(cubePrefab, transform.position, Quaternion.identity);
|
||||
Spawn(obj); // NetworkBehaviour 对 ServerManager.Spawn 的快捷封装
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 42ed262caf19a9040bf314a318cfecb6
|
||||
@@ -0,0 +1,70 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
namespace Agame
|
||||
{
|
||||
/// <summary>
|
||||
/// 输入资产 Assets/_Game/Input/PlayerControls.inputactions 的名称与取值入口。
|
||||
///
|
||||
/// 把 Action 名集中在这里,是为了避免 "Move"/"Look"/"Attack" 这类字符串散落在三个脚本里 ——
|
||||
/// 将来在输入资产里改名,只需要动这一处。
|
||||
///
|
||||
/// 约定:三个玩家脚本一律从 PlayerInput 实例上取 Action,而不是各自序列化一个资产引用。
|
||||
/// 因为 PlayerInput 可能为每个玩家实例化一份 Actions 副本,从实例上取才能拿到正确的那一份。
|
||||
/// </summary>
|
||||
public static class PlayerInputNames
|
||||
{
|
||||
/// <summary>输入资产的文件名,仅用于错误提示。</summary>
|
||||
public const string AssetFileName = "PlayerControls.inputactions";
|
||||
|
||||
/// <summary>Action Map 名称,需与输入资产中的 Map 一致。</summary>
|
||||
public const string ActionMap = "Player";
|
||||
|
||||
public const string Move = "Move";
|
||||
public const string Look = "Look";
|
||||
public const string Jump = "Jump";
|
||||
public const string Sprint = "Sprint";
|
||||
public const string Attack = "Attack";
|
||||
|
||||
/// <summary>
|
||||
/// 从 PlayerInput 上解析指定 Action,解析失败时返回 null 并给出明确的错误信息。
|
||||
/// 这里刻意用 LogError 而不是直接抛 NullReferenceException ——
|
||||
/// "输入没反应但又不报错"是这类问题里最难排查的一种,必须留下痕迹。
|
||||
/// </summary>
|
||||
public static InputAction Resolve(PlayerInput playerInput, string actionName, Object context)
|
||||
{
|
||||
string ownerName = context != null ? context.name : "(未知对象)";
|
||||
|
||||
if (playerInput == null)
|
||||
{
|
||||
Debug.LogError(
|
||||
$"[{nameof(PlayerInputNames)}] {ownerName} 上找不到 PlayerInput 组件,无法读取输入。" +
|
||||
$"请在玩家预制体上加 PlayerInput 组件,并把 Actions 指向 {AssetFileName}。",
|
||||
context);
|
||||
return null;
|
||||
}
|
||||
|
||||
InputActionAsset asset = playerInput.actions;
|
||||
if (asset == null)
|
||||
{
|
||||
Debug.LogError(
|
||||
$"[{nameof(PlayerInputNames)}] {ownerName} 的 PlayerInput 没有指定 Actions 资产," +
|
||||
$"请把 {AssetFileName} 拖进 PlayerInput 的 Actions 槽。",
|
||||
context);
|
||||
return null;
|
||||
}
|
||||
|
||||
InputAction action = asset.FindAction(actionName, throwIfNotFound: false);
|
||||
if (action == null)
|
||||
{
|
||||
Debug.LogError(
|
||||
$"[{nameof(PlayerInputNames)}] {AssetFileName} 里找不到名为 \"{actionName}\" 的动作," +
|
||||
"请确认 Map 与 Action 名和脚本里的一致。",
|
||||
context);
|
||||
return null;
|
||||
}
|
||||
|
||||
return action;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 379ed2c2823ca764982411eec577adce
|
||||
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Reference in New Issue
Block a user