176 lines
7.0 KiB
C#
176 lines
7.0 KiB
C#
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 + Input System 的 PlayerInput / Actions 方案。
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///
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/// 输入链路:
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/// Assets/_Game/Input/PlayerControls.inputactions
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/// → Player 根节点上的 PlayerInput 组件(仅本地拥有者启用)
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/// → 本脚本在 Update 里读取 Move / Sprint / Jump
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///
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/// 本脚本同时兼任「输入与相机的所有权开关」,见 ApplyOwnership 的注释。
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///
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/// FishNet 4.7.3 的三条硬约束(与输入方案无关,继续沿用):
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/// 1. 必须继承 NetworkBehaviour,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 中访问 ——
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/// FishNet 的 ILPP 会直接报编译错误。
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/// 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。
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/// </summary>
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[RequireComponent(typeof(CharacterController))]
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public class PlayerController : NetworkBehaviour
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{
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[Header("Movement")]
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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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[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 PlayerInput _playerInput;
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private InputAction _moveAction;
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private InputAction _jumpAction;
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private InputAction _sprintAction;
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private Vector3 _verticalVelocity;
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private void Awake()
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{
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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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_playerInput = GetComponent<PlayerInput>();
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if (_playerInput == null)
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{
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Debug.LogError(
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$"[{nameof(PlayerController)}] {name} 上找不到 PlayerInput 组件,输入将不可用。" +
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$"请在玩家预制体上加 PlayerInput,并把 Actions 指向 {PlayerInputNames.AssetFileName}。",
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this);
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return;
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}
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_moveAction = PlayerInputNames.Resolve(_playerInput, PlayerInputNames.Move, this);
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_jumpAction = PlayerInputNames.Resolve(_playerInput, PlayerInputNames.Jump, this);
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_sprintAction = PlayerInputNames.Resolve(_playerInput, PlayerInputNames.Sprint, this);
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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),输入与相机要跟着切换。
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ApplyOwnership();
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}
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private void Update()
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{
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// 只驱动本地拥有者。
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if (!IsOwner)
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return;
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Vector2 moveInput = _moveAction != null ? _moveAction.ReadValue<Vector2>() : Vector2.zero;
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Vector3 moveDirection = BuildMoveDirection(moveInput);
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bool isSprinting = _sprintAction != null && _sprintAction.IsPressed();
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float speed = isSprinting ? sprintSpeed : moveSpeed;
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_controller.Move(moveDirection * (speed * Time.deltaTime));
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bool jumpPressed = _jumpAction != null && _jumpAction.WasPressedThisFrame();
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UpdateJumpAndGravity(jumpPressed);
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}
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/// <summary>
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/// 把 Move 的二维输入转换为相对于角色自身朝向的三维方向
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/// (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。
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/// </summary>
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private Vector3 BuildMoveDirection(Vector2 moveInput)
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{
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Vector3 direction = transform.right * moveInput.x + transform.forward * moveInput.y;
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return Vector3.ClampMagnitude(direction, 1f);
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}
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private void UpdateJumpAndGravity(bool jumpPressed)
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{
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bool isGrounded = _controller.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 && jumpPressed)
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{
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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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_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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/// 按所有权统一开关「只属于本地玩家」的东西:PlayerInput 与玩家相机。
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///
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/// 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」。
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/// 散到各脚本里各自 enable 容易漏,而且会出现顺序问题 ——
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/// PlayerCamera 上的 MouseLook 在 OnEnable 里就要读 Look 动作,
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/// 所以必须先开 PlayerInput、再启用相机,否则第一帧读不到值。
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/// </summary>
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private void ApplyOwnership()
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{
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if (_playerInput != null)
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_playerInput.enabled = IsOwner;
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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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