Merge branch 'master' of http://8.134.150.210:3000/xgan/2025TapTapGameJam
This commit is contained in:
@@ -19,6 +19,12 @@ namespace Script.Gameplay.Player
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public event Action OnPlayerEndDialogue;
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public event Action<GameObject> OnGazeEnterDialogue;
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public event Action<GameObject> OnGazeExitDialogue;
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<<<<<<< HEAD
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=======
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private InputManager inputManager;
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>>>>>>> 2f1ad467aab3adc0a2a8675567ff130fa4202138
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private Queue<string> dialogueQueue = new Queue<string>();
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private PlayerDialogueViewer playerDialogueViewer;
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@@ -55,7 +61,12 @@ namespace Script.Gameplay.Player
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if (firstPersonRaycaster == null)
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Debug.LogWarning("FirstPersonRaycaster not found! Please assign or add it to the player.");
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<<<<<<< HEAD
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var input = InputManager.Instance.Input;
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=======
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inputManager = InputManager.Instance;
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var input = inputManager.Input;
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>>>>>>> 2f1ad467aab3adc0a2a8675567ff130fa4202138
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input.Player.Read.performed += ctx =>
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{
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if (!isEnablePlayerDialogue) return;
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@@ -95,6 +106,11 @@ namespace Script.Gameplay.Player
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OnPlayerBeginDialogue?.Invoke();
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CurrentDialogueTarget.OnBeginDialogue?.Invoke(true);
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dialogueQueue = SplitDialogue(CurrentDialogueTarget.DialogueContent);
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<<<<<<< HEAD
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=======
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inputManager.SetInputForLook(false);
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inputManager.SetInputForMove(false);
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>>>>>>> 2f1ad467aab3adc0a2a8675567ff130fa4202138
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PassNextDialogue();
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}
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}
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@@ -124,6 +140,11 @@ namespace Script.Gameplay.Player
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isReadingDialogue = false;
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OnPlayerEndDialogue?.Invoke();
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CurrentDialogueTarget.OnEndDialogue?.Invoke(true);
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<<<<<<< HEAD
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=======
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inputManager.SetInputForLook(true);
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inputManager.SetInputForMove(true);
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>>>>>>> 2f1ad467aab3adc0a2a8675567ff130fa4202138
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if (playerDialogueViewer != null)
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{
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playerDialogueViewer.ClosePanel();
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@@ -7,40 +7,40 @@ namespace Script.Gameplay.Player
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{
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public class PlayerMoveController : MonoBehaviour
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{
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[Header("Movement Settings")]
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[Tooltip("移动速度(米/秒)")]
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[Header("Movement Settings")] [Tooltip("移动速度(米/秒)")]
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public float speed = 5f;
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[Tooltip("跳跃高度(米)")]
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public float jumpHeight = 2f;
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[Tooltip("重力加速度(米/秒²)")]
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public float gravity = -9.81f;
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[Header("Ground Check")]
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[Tooltip("检测地面的位置(通常为角色脚下)")]
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[Tooltip("跳跃高度(米)")] public float jumpHeight = 2f;
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[Tooltip("重力加速度(米/秒²)")] public float gravity = -9.81f;
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[Header("Ground Check")] [Tooltip("检测地面的位置(通常为角色脚下)")]
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public Transform groundCheck;
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[Tooltip("地面检测半径")]
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public float groundDistance = 0.4f;
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[Tooltip("地面层(LayerMask)")]
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public LayerMask groundMask;
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[Tooltip("地面检测半径")] public float groundDistance = 0.4f;
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[Tooltip("地面层(LayerMask)")] public LayerMask groundMask;
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private float initSpeed;
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private CharacterController characterController;
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private Vector3 velocity;
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private bool isGrounded;
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private IInputManager inputManager;
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private float lastGroundY;
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private bool wasGroundedLastFrame;
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[Tooltip("从高处落下时的伤害阈值(米)")]
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[SerializeField] private float fallDamageThreshold = 3f; //伤害阈值
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[Tooltip("从高处落下时的伤害阈值(米)")] [SerializeField]
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private float fallDamageThreshold = 3f; //伤害阈值
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[Tooltip("推动物体的力量")] [SerializeField]
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private float pushPower = 2f;
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private void Awake()
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{
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characterController = GetComponent<CharacterController>();
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if (characterController == null)
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Debug.LogError("PlayerMoveController 需要 CharacterController 组件!");
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initSpeed = speed;
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}
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@@ -76,7 +76,7 @@ namespace Script.Gameplay.Player
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}
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wasGroundedLastFrame = isCurrentlyGrounded;
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// 地面检测
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if (groundCheck != null)
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isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
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@@ -106,11 +106,25 @@ namespace Script.Gameplay.Player
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characterController.Move(velocity * Time.deltaTime);
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}
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private void OnControllerColliderHit(ControllerColliderHit hit)
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{
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Rigidbody body = hit.collider.attachedRigidbody;
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// 只推动带有刚体且非静态的物体
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if (body != null && !body.isKinematic)
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{
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// 忽略从下方碰撞
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if (hit.moveDirection.y < -0.3f) return;
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Vector3 pushDir = new Vector3(hit.moveDirection.x, 0, hit.moveDirection.z);
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body.AddForce(pushDir * pushPower, ForceMode.Impulse);
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}
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}
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public void SetSpeed(float newSpeed)
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{
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speed = newSpeed;
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}
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public void ResetSpeed()
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{
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speed = initSpeed;
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