feat(PlayerCamera):完成玩家的第一人称相机

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2025-10-14 17:10:15 +08:00
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using Core;
using UnityEngine;
namespace Player
{
/// <summary>
/// 玩家第一人称相机控制器
/// 挂到相机或相机父物体playerBody 指向角色的根 Transform用于左右旋转
/// </summary>
/// TODO:使用InputManager替换掉Input.GetAxis
public class PlayerCameraController : MonoBehaviour
{
[Header("References")]
[Tooltip("角色根 Transform用于水平旋转yaw")]
public Transform playerBody;
[Tooltip("如果相机不是挂载在同一物体上,可以指定相机 Transform可选")]
public Transform cameraTransform;
[Header("Sensitivity & Invert")]
[Tooltip("鼠标灵敏度")]
[Range(0.01f, 1f)]
public float mouseSensitivity = 0.2f;
[Tooltip("反转垂直轴")]
public bool invertY = false;
[Header("Vertical Limits")]
[Tooltip("向上最大仰角(度)")]
public float maxUpAngle = 60f;
[Tooltip("向下最大俯角(度)")]
public float maxDownAngle = 60f;
[Header("Smoothing")]
public bool enableSmoothing = false;
[Tooltip("旋转平滑时间(秒)")]
public float smoothTime = 0.05f;
// internal state
private float xRotation = 0f; // 垂直角pitch
private float yaw = 0f; // 水平角yaw
private float smoothVelocityPitch = 0f;
private float smoothVelocityYaw = 0f;
void Start()
{
if (cameraTransform == null)
cameraTransform = transform;
// 初始化当前角度以避免跳变
Vector3 euler = cameraTransform.localEulerAngles;
xRotation = NormalizeAngle(euler.x);
yaw = NormalizeAngle(playerBody ? playerBody.eulerAngles.y : transform.eulerAngles.y);
}
void Update()
{
Vector2 mouse = InputManager.Instance.Look;
// ✅ 不要乘 Time.deltaTime因为 Look 已经是每帧的增量
float mouseX = mouse.x * mouseSensitivity;
float mouseY = mouse.y * mouseSensitivity;
float invert = invertY ? 1f : -1f;
yaw += mouseX;
xRotation += mouseY * invert;
// 限制垂直角度
xRotation = Mathf.Clamp(xRotation, -maxDownAngle, maxUpAngle);
if (enableSmoothing)
{
float smoothPitch = Mathf.SmoothDampAngle(cameraTransform.localEulerAngles.x, xRotation, ref smoothVelocityPitch, smoothTime);
float smoothYaw = Mathf.SmoothDampAngle(playerBody ? playerBody.eulerAngles.y : transform.eulerAngles.y, yaw, ref smoothVelocityYaw, smoothTime);
cameraTransform.localRotation = Quaternion.Euler(smoothPitch, 0f, 0f);
if (playerBody)
playerBody.rotation = Quaternion.Euler(0f, smoothYaw, 0f);
else
transform.rotation = Quaternion.Euler(0f, smoothYaw, 0f);
}
else
{
cameraTransform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
if (playerBody)
playerBody.rotation = Quaternion.Euler(0f, yaw, 0f);
else
transform.rotation = Quaternion.Euler(0f, yaw, 0f);
}
}
// 将角度规范到 [-180,180] 范围,避免插值跳变
private float NormalizeAngle(float angle)
{
angle = (angle + 180f) % 360f - 180f;
return angle;
}
}
}

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