/// <summary> /// 摇杆操作 /// </summary> /// <param name="move"></param> void OnJoystickMove(MovingJoystick move) { if (_avatarObj == null) { return; } if (move.joystickName != "New joystick") { return; } _positionX = move.joystickAxis.x; // 获取摇杆偏移摇杆中心的x坐标 _positionY = move.joystickAxis.y; // 获取摇杆偏移摇杆中心的y坐标 if (_bBeforeDragging) { _bBeforeDragging = false; // _avatarObj.ChangeAvatarForward(ComMoveControllerObj.GetFPTransform().forward); _fpChangeAvatarForward = ComMoveControllerObj.GetFPTransform().forward; _fpDragFlag = true; Debug.Log("_bBeforeDragging_bBeforeDragging_bBeforeDragging::" + _fpChangeAvatarForward.ToVector()); } FrameSyncInput.SetFP((byte)E_InputId.E_MOVE_X, _positionX); FrameSyncInput.SetFP((byte)E_InputId.E_MOVE_Y, _positionY); }
/** * @brief Instantiates a new prefab in a deterministic way. * * @param prefab GameObject's prefab to instantiate. * @param position Position to place the new GameObject. * @param rotation Rotation to set in the new GameObject. **/ public static GameObject SyncedInstantiate(GameObject prefab, FPVector position, FPQuaternion rotation) { if (instance != null /*&& instance.lockstep != null*/) { GameObject go = GameObject.Instantiate(prefab, position.ToVector(), rotation.ToQuaternion()) as GameObject; MonoBehaviour[] monoBehaviours = go.GetComponentsInChildren <MonoBehaviour>(); for (int index = 0, length = monoBehaviours.Length; index < length; index++) { MonoBehaviour bh = monoBehaviours[index]; if (bh is IFrameSyncBehaviour) { instance.mapManagedBehaviors.Add(new KeyValuePair <IFrameSyncBehaviour, FrameSyncManagedBehaviour>( (IFrameSyncBehaviour)bh, instance.NewManagedBehavior((IFrameSyncBehaviour)bh) )); } } InitializeGameObject(go, position, rotation); return(go); } return(null); }
/** * @brief Instantiates a new prefab in a deterministic way. * * @param prefab GameObject's prefab to instantiate. * @param position Position to place the new GameObject. * @param rotation Rotation to set in the new GameObject. **/ public static GameObject SyncedInstantiate(GameObject prefab, FPVector position, FPQuaternion rotation) { if (instance != null /*&& instance.lockstep != null*/) { GameObject go = GameObject.Instantiate(prefab, position.ToVector(), rotation.ToQuaternion()) as GameObject; AddSyncBehaviour(go); InitializeGameObject(go, position, rotation); return(go); } return(null); }
void onDrawPath() { if (path != null && path.Length > 0) { Gizmos.color = Color.green; FPVector currPostion = GridMap.GetCenterPoint(path[0].x, path[0].y); for (int i = stepIndex; i < path.Length; i++) { FPVector nextPosition = GridMap.GetCenterPoint(path[i].x, path[i].y); nextPosition = GetOnGroundPoint(nextPosition); Gizmos.DrawLine(currPostion.ToVector(), nextPosition.ToVector()); currPostion = nextPosition; } } }
public override void OnSyncedUpdate() { bool MouseLeft = FrameSyncInput.GetBool((byte)OPER_CMD.MOUSE_LEFT); bool MouseRight = FrameSyncInput.GetBool((byte)OPER_CMD.MOUSE_RIGHT); FPVector MousePosition = FrameSyncInput.GetFPVector((byte)OPER_CMD.MOUSE_POSITION); if ((MouseLeft || MouseRight) && !GameUtils.IsCursorOverUI())//如果鼠标不是点击在UI上面 { var ray = Camera.main.ScreenPointToRay(MousePosition.ToVector()); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { if (MouseLeft) { GameEntity targetEntity = hit.transform.GetComponent <GameEntity>(); if (targetEntity) { SetIndicatorViaParent(hit.transform); //地图上标记目的地 if (CanCastSkill(SKILL_NMAE.SKILL_1, targetEntity)) //平A { CastSkill(SKILL_NMAE.SKILL_1, targetEntity); } } } else if (MouseRight) { GameEntity targetEntity = hit.transform.GetComponent <GameEntity>(); if (targetEntity) { SetIndicatorViaParent(hit.transform);//地图上标记目的地 } } else { } } } }
public override void OnSyncedUpdate() { DealSycncedEndInfo(); FPVector changeForwardVec3 = FrameSyncInput.GetFPVector((byte)E_InputId.E_DRAGGING_CAMERA); bool IdelFlag = FrameSyncInput.GetBool((byte)E_InputId.E_IDEL); FP move_x = FrameSyncInput.GetFP((byte)E_InputId.E_MOVE_X); FP move_y = FrameSyncInput.GetFP((byte)E_InputId.E_MOVE_Y); bool mouseDraggingFlag = FrameSyncInput.GetBool((byte)E_InputId.E_MOUSE_DRAGGING); bool mouseDragEndFlag = FrameSyncInput.GetBool((byte)E_InputId.E_MOUSE_DRAGEND); if (mouseDraggingFlag || mouseDragEndFlag) { bool leftDirection = FrameSyncInput.GetBool((byte)E_InputId.E_MOUSE_DRAG_LEFT); bool rightDirection = FrameSyncInput.GetBool((byte)E_InputId.E_MOUSE_DRAG_RIGHT); ComMoveFollowObj.SetMouseDragDirection(leftDirection, rightDirection); if (mouseDraggingFlag) { ComMoveFollowObj.SetMouseDragFlag(true); } else { ComMoveFollowObj.SetMouseDragFlag(false); } } if (changeForwardVec3 != FPVector.zero) { Debug.Log("changeForwardVec3:::::::::::" + changeForwardVec3.ToVector() + ",,,E_InputId.E_IDEL::" + IdelFlag); Debug.Log("FP_FP_FP_::move_x_xxxxxxxx::" + move_x.AsFloat() + ",move_y::" + move_y.AsFloat()); } //移动处理 if (IdelFlag) { Idle(); ComMoveFollowObj.SetJoyStickMoveFlag(false); //Debug.Log("idelidelidelidelidelidelidelidelidelidelidelidelidelidelidel"); } else { if (move_x != 0 || move_y != 0) { if (changeForwardVec3 != FPVector.zero) { Debug.Log("changeForwardVec3::" + changeForwardVec3.ToVector() + "camera::" + ComMoveFollowObj.transform.forward + ",touch:::" + ComMoveFollowObj._bTouchMouse); ChangeAvatarForward(changeForwardVec3); // Debug.Log("changeForwardVec3:::::::::::" + changeForwardVec3.ToVector() +"camera::"+ ComMoveFollowObj.transform.forward); } SycnMove(move_x, move_y); } } //射击处理 bool shootDownFlag = FrameSyncInput.GetBool((byte)E_InputId.E_SHOOT_DOWN); if (shootDownFlag) { Shoot(changeForwardVec3); } bool shootUpFlag = FrameSyncInput.GetBool((byte)E_InputId.E_SHOOT_UP); if (shootUpFlag) { Shoot(FPVector.zero, false); } //跳跃处理 bool jumpFlag = FrameSyncInput.GetBool((byte)E_InputId.E_JUMP); if (jumpFlag) { Jump(); } //模型改变处理 int modelRender = FrameSyncInput.GetInt((byte)E_InputId.E_CHANGE_MODEL); if (modelRender > 0) { if (modelRender == (int)KeyCode.P) //人形 { ChangeAvatarForm(Avatar.E_AvatarForm.PERSON_STATE); } else if (modelRender == (int)KeyCode.F) //乌贼 { ChangeAvatarForm(Avatar.E_AvatarForm.INKFISH_STATE); } else if (modelRender == (int)KeyCode.D) //下潜模式 { ChangeAvatarForm(Avatar.E_AvatarForm.INKFISHDIVE_STATE); } } //更换装备 int replaceWeaponFlag = FrameSyncInput.GetInt((byte)E_InputId.E_REPLACE_WEAPON); if (replaceWeaponFlag > 0) { ChangeWeapon(replaceWeaponFlag); } //扔手雷 bool throwGrenadeFlag = FrameSyncInput.GetBool((byte)E_InputId.E_THROW_GRENADE); if (throwGrenadeFlag) { ThrowGrenade(); } }
public void Update() { if (_destVector != FPVector.zero) { float disData = Vector3.Distance(transform.position, _ufpTransform.position.ToVector()); FP fixDistan = MoveSpeed * Time.deltaTime; if (disData <= fixDistan) { UpdatePosition(_ufpTransform.position); UpdateRotation(_ufpTransform.rotation); // Debug.Log("======>arrived_____arrived_____arrived_____arrived_____arrived:::" + _ufpTransform.position); } else { transform.position += (_childObj.forward * fixDistan).ToVector(); // Debug.Log("======>_ufpTransform.position_OnLine:::"+ _ufpTransform.position); } } if (_destRoundData != 0) { FP angleData = _destRoundData - _roundData; FP _tempData = RotationSpeed * MoveSpeed * Time.deltaTime; //Debug.Log("======>angleData:::" + angleData.AsFloat() // + ",_tempData::" + _tempData.AsFloat() + ",_destRoundData::"+ _destRoundData); if (FPMath.Abs(angleData) <= FPMath.Abs(_tempData)) { UpdatePosition(_ufpTransform.position); UpdateRotation(_ufpTransform.rotation); _roundData = _destRoundData; //Debug.Log("======>arrived_____round_____arrived_____round_____arrived:::" + _ufpTransform.position // + ",childObj.forward::" + _childObj.forward + ",childObj.forward.toVector3::" + _childObj.forward.ToVector()); } else { transform.RotateAround(_center.ToVector(), transform.up, _tempData.AsFloat()); _roundData += _tempData; Debug.Log("======>_ufpTransform.round_round_OnLine:::" + _ufpTransform.position + ",_ufpTransform.position.toVector3::" + _ufpTransform.position // + ", ufpTransform.rotation:::" + _ufpTransform.rotation // + ",_ufpTransform.rotation.toVector()::" + _ufpTransform.rotation.ToQuaternion() + ",childObj.forward::" + _childObj.forward + ",childObj.forward.toVector3::" + _childObj.forward.ToVector()); } } RaycastHit hitInfo; bool bExitBarrier = (RayBarrierInfo(_childObj.forward.ToVector(), out hitInfo)); RaycastHit _groundHit; RaycastHit _hitInfo; if (bJumpFlag) //处理跳跃 { if (!bJumpArtFlag) //表示第一次开始跳跃 { if (!RayGroundInfo(out _groundHit, true)) { bJumpArtFlag = true; } } else { if (RayGroundInfo(out _groundHit, true)) { bJumpFlag = false; bJumpArtFlag = false; return; } } _jumpSpeed = _jumpSpeed - g * FrameSyncManager.DeltaTime; //垂直上的初速度随时间的改变 _ufpTransform.Translate(FPVector.up * _jumpSpeed * FrameSyncManager.DeltaTime, Space.World); //垂直上的运动 UpdateRotation(_ufpTransform.rotation); UpdatePosition(_ufpTransform.position); //transform.Translate(Vector3.up * _jumpSpeed * FrameSyncManager.DeltaTime, Space.World);//垂直上的运动 //if (_jumpSpeed < 0 && RayGroundInfo(out _groundHit, true)) //增加防止坠落的操作 //{ // transform/*.parent*/.position = new Vector3(transform/*.parent*/.position.x, _groundHit.point.y, transform/*.parent*/.position.z); // bJumpFlag = false; // bJumpArtFlag = false; // return; //} if (bMoveFlag) { _ufpTransform.Translate(_childObj.forward * MoveSpeed * FrameSyncManager.DeltaTime, Space.World);//水平上的运动 UpdateRotation(_ufpTransform.rotation); UpdatePosition(_ufpTransform.position); // transform.Translate(_childObj.forward.ToVector() * (MoveSpeed/** _frameEntityObj.SpeedRate*/).AsFloat() * Time.fixedDeltaTime, Space.World);//水平上的运动 } return; } else if (!RayGroundInfo(out _groundHit) && !RayBarrierInfo(_childObj.forward.ToVector(), out _hitInfo) && _bHasSpeed)//空中调整角度 { //Debug.Log("_childObj.forward.ToVector():::" + _childObj.forward.ToVector() // + ",,,,data__ufpTransform.up::" + _ufpTransform.up.ToVector() + ",,,,,fff::"+ _ufpTransform.forward.ToVector()); _verCurSpeed = _verCurSpeed - g * FrameSyncManager.DeltaTime; //垂直上的初速度随时间的改变 _ufpTransform.Translate(_childObj.forward * MoveSpeed * FrameSyncManager.DeltaTime, Space.World); //水平上的运动 _ufpTransform.Translate(FPVector.up * _verCurSpeed * FrameSyncManager.DeltaTime, Space.World); //垂直上的运动 UpdateRotation(_ufpTransform.rotation); UpdatePosition(_ufpTransform.position); // transform.Translate(_childObj.forward.ToVector() * (MoveSpeed/** _frameEntityObj.SpeedRate*/).AsFloat() * Time.fixedDeltaTime, Space.World);//水平上的运动 // transform.Translate(Vector3.up * _verCurSpeed.AsFloat() * Time.fixedDeltaTime, Space.World);//垂直上的运动 FP angleForward = FPVector.Angle(_ufpTransform.up, FPVector.up); if (angleForward == 0) { return; } FPVector normal = FPVector.Cross(_ufpTransform.up, FPVector.up); // int DirctData = FPMath.Sign(FPVector.Dot(normal, _ufpTransform.up)); float DirctData = Mathf.Sign(Vector3.Dot(normal.ToVector(), _ufpTransform.up.ToVector())); //Debug.Log(" angleForward::" + angleForward.AsFloat() + ",DirctData::"+ DirctData + ",_ufpTransform.up::"+ _ufpTransform.up + " ,"+ _ufpTransform.up.ToVector() + ",FPVector.up::"+ FPVector.up.ToVector() // + ",normal::" + normal + "," + normal.ToVector() + ", FPVector.Dot(normal, _ufpTransform.up)::" + FPVector.Dot(normal, _ufpTransform.up).AsFloat()); //if (DirctData == 0) DirctData = 1; angleForward = angleForward * DirctData; // Debug.Log(" FPMath.Sign(FPVector.Dot(normal, _ufpTransform.up)::" + FPVector.Dot(new FPVector(0,0,1), new FPVector(1, 0, 0))); FPVector forwardVec3 = FPQuaternion.AngleAxis(angleForward, normal) * _ufpTransform.up; FPVector forwardForward = FPQuaternion.AngleAxis(angleForward, normal) * _ufpTransform.forward; FPQuaternion qur = FPQuaternion.LookRotation(forwardForward, forwardVec3); //Debug.Log("forwardForward:::" + forwardForward.ToVector() + ",,forwardVec3::" + forwardVec3.ToVector() // + ",angleForward::"+ angleForward.AsFloat() // + ",_ufpTransform.up::" + _ufpTransform.up.ToVector() + ", _ufpTransform.forward::" + _ufpTransform.forward.ToVector() // + ",normal::" + normal.ToVector()); UpdateRotation(FPQuaternion.Slerp(_ufpTransform.rotation, qur, 0.1f)); //_ufpTransform.SetRotation(); //transform.rotation = FPQuaternion.Slerp(_ufpTransform.rotation, qur, 0.1f); //将玩家处于空中的状态事件发射出去 TriggerEvent(DefineEventId.PlayerInAirEvent); } else { FP angle = FPVector.Angle(FPVector.up, _ufpTransform.ChangeVec3ToTSVec(_groundHit.normal)); if (angle > SlopeAngle) { if (!bMoveFlag) { _ufpTransform.Translate(-1 * (FPVector.up) * g * FrameSyncManager.DeltaTime, Space.World); UpdateRotation(_ufpTransform.rotation); UpdatePosition(_ufpTransform.position); } } else { // transform.position = new Vector3(transform/*.parent*/.position.x, _groundHit.point.y, transform/*.parent*/.position.z); UpdateRotation(_ufpTransform.rotation); UpdatePosition(new FPVector(_ufpTransform.position.x, (FP)(_groundHit.point.y), _ufpTransform.position.z)); } } }
public void Update() { if (Target == null) { return; } // ChangeDirectionByDragging(); //if (_dragging && _directorToLeft && !_bTouchMouse) //左遥感 //{ // _rockerControl = ComMoveController.RockerControl.LeftControl; // _ufpTransform.RotateAround(_playerTransformObj.position, FPVector.up, FrameSyncManager.DeltaTime * RockerSpeed); // _ufpTransform.UpdateAllData(); // Debug.Log("_ufpTransform:::" + _ufpTransform.forward.ToVector()); // //transform.RotateAround(_childObj.position, Vector3.up, Time.deltaTime * RockerSpeed); // return; //} //else if (_dragging && _directorToRight && !_bTouchMouse) //右遥感 //{ // _rockerControl = ComMoveController.RockerControl.RightControl; // _ufpTransform.RotateAround(_playerTransformObj.position, FPVector.up, FrameSyncManager.DeltaTime * -RockerSpeed); // _ufpTransform.UpdateAllData(); // // transform.RotateAround(_childObj.position, Vector3.up, Time.deltaTime * -RockerSpeed); // return; //} //Debug.Log("_currentAngle:::" + _currentAngle + ",_childObj.eulerAngles.y::" + _childObj.eulerAngles.y // + ",transform.rotation::"+ transform.rotation); RaycastHit GroundHitInfo; RaycastHit BarrieHitrInfo; bool bGroundInfoFlag = _motionObj.RayGroundInfo(out GroundHitInfo); bool bBarrierInfoFlag = _motionObj.RayBarrierInfo(_childTransformObj.forward.ToVector(), out BarrieHitrInfo); FPVector fpGroundInfoNormal = FPVector.zero; if (bGroundInfoFlag) { fpGroundInfoNormal = GroundHitInfo.normal.ToFPVector(); } if (!_dragging && !_bTouchMouse && _bBeforeDragging) { _rockerControl = ComMoveController.RockerControl.None; return; } else if (!_dragging) { if (_bBeforeDragging) //在这里设置值,为了保证childObj的forward朝向跟摄像机的一致,防止先后差值 { _bBeforeDragging = false; return; } if (!bGroundInfoFlag) //在空中 { _rockerControl = ComMoveController.RockerControl.AirControl; if (_motionObj.bJumpFlag && false) //这是处理不跟随着对象跳跃的逻辑部分 { Distance = FPMath.Clamp(Distance - (Input.GetAxis("Mouse ScrollWheel") * MouseScrollWheelSensitivity), DistanceMin, DistanceMax); FPVector DataVec3 = new FPVector(_playerTransformObj.position.x, transform.position.y - Height, _playerTransformObj.position.z); _ufpTransform.position = (_ufpTransform.rotation * new FPVector(.0f, Height, -Distance)) + DataVec3; _ufpTransform.UpdateAllData(); return; } } else if (!bBarrierInfoFlag || !_motionObj.JudgetGroundSlope(BarrieHitrInfo.normal)) //有地面接触但前方没有障碍物 { if (!_motionObj.JudgetGroundSlope(GroundHitInfo.normal)) { _rockerControl = ComMoveController.RockerControl.OtherControl; _climbOtherWall = false; } else { if (_climbOtherWall && _beforeWallNormalVec3 != fpGroundInfoNormal) //表示从一面墙跨到另外一面墙 { _beforeGroundNormalVec3 = _beforeWallNormalVec3; _beforeWallNormalVec3 = fpGroundInfoNormal; } _rockerControl = ComMoveController.RockerControl.ClimbControl; } } else //有地面接触且前方有障碍物 { _rockerControl = ComMoveController.RockerControl.None; _beforeControl = ComMoveController.RockerControl.OtherControl; if (!_motionObj.JudgetGroundSlope(GroundHitInfo.normal)) //从地面跨到墙上的情况 { _beforeGroundNormalVec3 = fpGroundInfoNormal; } else //从一面墙跨到另外一面墙的情况 { _climbOtherWall = true; _beforeWallNormalVec3 = fpGroundInfoNormal; //设置这个变量的原因是:有可能检测到障碍物,但是玩家并没有跨越过去 } } } if (_rockerControl == RockerControl.AirControl) { Distance = FPMath.Clamp(Distance - (Input.GetAxis("Mouse ScrollWheel") * MouseScrollWheelSensitivity), DistanceMin, DistanceMax); _ufpTransform.position = (_ufpTransform.rotation * new FPVector(.0f, Height, -Distance)) + _playerTransformObj.position; _ufpTransform.UpdateAllData(); } else if (_rockerControl == RockerControl.OtherControl) { var quaternion = FPQuaternion.AngleAxis((_currentAngle) + _childTransformObj.transform.eulerAngles.y, FPVector.up); Distance = FPMath.Clamp(Distance - (Input.GetAxis("Mouse ScrollWheel") * MouseScrollWheelSensitivity), DistanceMin, DistanceMax); _ufpTransform.SetRotation(quaternion); // transform.rotation = quaternion; FPVector data = (_ufpTransform.rotation * new FPVector(.0f, Height, -Distance)); _ufpTransform.position = (_ufpTransform.rotation * new FPVector(.0f, Height, -Distance)) + _playerTransformObj.position; _ufpTransform.UpdatePosition(); //Debug.Log("data::"+ data.ToVector()+ ", _ufpTransform.position::::" + _ufpTransform.position.ToVector() // + ",transform::" + transform.position + "::_playerTransformObj.position:" + _playerTransformObj.position.ToVector() // + ",,name::" + _playerTransformObj.gameObject.name); _rotation = _ufpTransform.rotation; _ufpTransform.UpdateForward(); } else if (_rockerControl == RockerControl.ClimbControl) { Distance = FPMath.Clamp(Distance - (Input.GetAxis("Mouse ScrollWheel") * MouseScrollWheelSensitivity), DistanceMin, DistanceMax); var quaternion = FPQuaternion.AngleAxis((0) + transform.eulerAngles.y, FPVector.up); _ufpTransform.position = (_ufpTransform.rotation * new FPVector(.0f, Height, -Distance)) + _playerTransformObj.position; _ufpTransform.UpdateAllData(); FPVector climbForward = _ufpTransform.forward; if (_beforeControl == ComMoveController.RockerControl.OtherControl && _beforeGroundNormalVec3 != FPVector.zero) { FP tempAngle = FPVector.Angle(_beforeGroundNormalVec3, fpGroundInfoNormal); FPVector normal = FPVector.Cross(_beforeGroundNormalVec3, fpGroundInfoNormal); //叉乘求出法线向量 // num *= Mathf.Sign(Vector3.Dot(normal, info.transform.up)); //求法线向量与物体上方向向量点乘,结果为1或-1,修正旋转方向 climbForward = FPQuaternion.AngleAxis((90 - tempAngle), normal) * fpGroundInfoNormal; climbForward = -1 * climbForward; _finishWallNormalVec3 = climbForward; _beforeControl = ComMoveController.RockerControl.ClimbControl; } FP forwardAngle = FPVector.Angle(_finishWallNormalVec3, _ufpTransform.forward); if (forwardAngle != 0 && false) //处理摄像机角度偏转 { //1)调整摄像机的旋转角度 float direcFlag = -1; FPVector normalVec3 = FPVector.Cross(_finishWallNormalVec3, _ufpTransform.forward); //叉乘求出法线向量 direcFlag *= FPMath.Sign(Vector3.Dot(normalVec3.ToVector(), _ufpTransform.up.ToVector())); //求法线向量与物体上方向向量点乘,结果为1或-1,修正旋转方向 forwardAngle *= direcFlag; FPVector beforeForward = _ufpTransform.forward; FPVector forward = FPQuaternion.AngleAxis(forwardAngle, _ufpTransform.up) * _ufpTransform.forward; // Debug.Log("_ufpTransform.forward::" + _ufpTransform.forward.ToVector() + ",forward::" + forward.ToVector() // + "forwardAngle:::" + forwardAngle.AsFloat() + ",forward1111::" + forward); float quaternionSpeed = 0.003f; if (!_bTouchMouse) { quaternionSpeed = 0.03f; } if (beforeForward != forward) { Debug.Log("LookRotation(forward):::" + FPQuaternion.LookRotation(forward) + ",_rotation::" + _rotation + ",unity::" + Quaternion.LookRotation(forward.ToVector())); _rotation = FPQuaternion.Slerp(_rotation, FPQuaternion.LookRotation(forward), quaternionSpeed); _ufpTransform.SetRotation(_rotation); } // Debug.Log(",forward::"+ forward.ToVector() + ",_ufpTransform.forward::" + _ufpTransform.forward.ToVector()); //2)调整人物的旋转角度 if (!_climbOtherWall) // 这是从地面爬到墙得处理,如果是从一面墙爬到另外一面墙,镜头不做转换 { Debug.Log("beforeForward:::" + beforeForward.ToVector() + ",_ufpTransform.forward::" + _ufpTransform.forward.ToVector()); _offsetAngle = FPVector.Angle(beforeForward, _ufpTransform.forward) * direcFlag; _avatarObj.ChangeAvaterForward(_offsetAngle); } } } Debug.DrawLine(_ufpTransform.position.ToVector(), _playerTransformObj.transform.position, Color.red); if (_rockerControl == RockerControl.OtherControl || _rockerControl == RockerControl.ClimbControl) { //看是否有障碍物 FPVector directionTarget = (_ufpTransform.position - _ufpTransform.ChangeVec3ToTSVec(_rayPointObj.position)).normalized; FP distance = FPVector.Distance(_ufpTransform.position, _ufpTransform.ChangeVec3ToTSVec(_rayPointObj.position)); if (distance > Distance) { _ufpTransform.Translate(directionTarget * (distance - Distance)); _ufpTransform.UpdateRotationAndPosition(); } // Debug.DrawRay(_rayPointObj.position, directionTarget * Distance, Color.black); int layerMask = LayerMask.GetMask(Layers.Render); RaycastHit info; if (Physics.Raycast(_rayPointObj.position, directionTarget.ToVector(), out info, Distance.AsFloat(), layerMask)) //如果 { // Debug.Log("info.name::" + info.transform.name); if (info.transform.name != transform.name /*&& info.transform.tag != Tags.Ground*/) { _ufpTransform.SetPosition(_ufpTransform.ChangeVec3ToTSVec(info.point)); //transform.position = info.point; } if (_rockerControl == RockerControl.OtherControl) { _beforeControl = RockerControl.OtherControl; } } } }