feat(Player): 让玩家可以轻轻的推动物体

This commit is contained in:
2025-10-25 09:55:12 +08:00
parent f547cc2ac5
commit d75f401087
3 changed files with 35 additions and 24 deletions

View File

@@ -7,40 +7,40 @@ namespace Script.Gameplay.Player
{
public class PlayerMoveController : MonoBehaviour
{
[Header("Movement Settings")]
[Tooltip("移动速度(米/秒)")]
[Header("Movement Settings")] [Tooltip("移动速度(米/秒)")]
public float speed = 5f;
[Tooltip("跳跃高度(米)")]
public float jumpHeight = 2f;
[Tooltip("重力加速度(米/秒²)")]
public float gravity = -9.81f;
[Header("Ground Check")]
[Tooltip("检测地面的位置(通常为角色脚下)")]
[Tooltip("跳跃高度(米)")] public float jumpHeight = 2f;
[Tooltip("重力加速度(米/秒²)")] public float gravity = -9.81f;
[Header("Ground Check")] [Tooltip("检测地面的位置(通常为角色脚下)")]
public Transform groundCheck;
[Tooltip("地面检测半径")]
public float groundDistance = 0.4f;
[Tooltip("地面层LayerMask")]
public LayerMask groundMask;
[Tooltip("地面检测半径")] public float groundDistance = 0.4f;
[Tooltip("地面层LayerMask")] public LayerMask groundMask;
private float initSpeed;
private CharacterController characterController;
private Vector3 velocity;
private bool isGrounded;
private IInputManager inputManager;
private float lastGroundY;
private bool wasGroundedLastFrame;
[Tooltip("从高处落下时的伤害阈值(米)")]
[SerializeField] private float fallDamageThreshold = 3f; //伤害阈值
[Tooltip("从高处落下时的伤害阈值(米)")] [SerializeField]
private float fallDamageThreshold = 3f; //伤害阈值
[Tooltip("推动物体的力量")] [SerializeField]
private float pushPower = 2f;
private void Awake()
{
characterController = GetComponent<CharacterController>();
if (characterController == null)
Debug.LogError("PlayerMoveController 需要 CharacterController 组件!");
initSpeed = speed;
}
@@ -76,7 +76,7 @@ namespace Script.Gameplay.Player
}
wasGroundedLastFrame = isCurrentlyGrounded;
// 地面检测
if (groundCheck != null)
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
@@ -106,11 +106,25 @@ namespace Script.Gameplay.Player
characterController.Move(velocity * Time.deltaTime);
}
private void OnControllerColliderHit(ControllerColliderHit hit)
{
Rigidbody body = hit.collider.attachedRigidbody;
// 只推动带有刚体且非静态的物体
if (body != null && !body.isKinematic)
{
// 忽略从下方碰撞
if (hit.moveDirection.y < -0.3f) return;
Vector3 pushDir = new Vector3(hit.moveDirection.x, 0, hit.moveDirection.z);
body.AddForce(pushDir * pushPower, ForceMode.Impulse);
}
}
public void SetSpeed(float newSpeed)
{
speed = newSpeed;
}
public void ResetSpeed()
{
speed = initSpeed;