feat(): 大量更新
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89
Assets/Script/Gameplay/Player/PlayerMoveController.cs
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89
Assets/Script/Gameplay/Player/PlayerMoveController.cs
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using System;
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using Core;
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using Input;
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using Map;
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using UnityEngine;
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namespace 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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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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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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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 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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private void Start()
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{
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inputManager = InputManager.Instance;
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}
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private void Update()
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{
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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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else
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isGrounded = characterController.isGrounded;
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if (isGrounded && velocity.y < 0)
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velocity.y = -2f; // 保持贴地
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Vector2 inputMove = inputManager.Move;
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// 获取输入
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float x = inputMove.x;
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float z = inputMove.y;
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// 按玩家朝向移动
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Vector3 move = transform.right * x + transform.forward * z;
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characterController.Move(move * speed * Time.deltaTime);
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// 跳跃
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if (isGrounded && inputManager.JumpPressed)
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{
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velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
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}
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// 重力
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velocity.y += gravity * Time.deltaTime;
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characterController.Move(velocity * Time.deltaTime);
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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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}
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}
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}
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