//------------------------------------------------------------------------------------------------------- protected void updateInfo(bool enable = true) { if (mPlayer == null) { return; } mState = new List <PLAYER_STATE>(mPlayer.getStateMachine().getStateList().Keys); mActiveComponentList.Clear(); Dictionary <string, GameComponent> allComponent = mPlayer.getAllComponent(); foreach (var item in allComponent) { if (item.Value.isActive()) { mActiveComponentList.Add(item.Value.getType().ToString()); } } mCenterOfMass = mPlayer.getRigidBody().centerOfMass; mSpeed = mCharacterData.mSpeed; mCircle = mCharacterData.mCircle; mCurWayPoint = mCharacterData.mCurWayPoint; mRunDistance = mCharacterData.mRunDistance; mTotalDistance = mCharacterData.mTotalDistance; mProcessKey = mPlayer.getProcessKey(); mProcessTurn = mPlayer.getProcessTurn(); mProcessExternalSpeed = mPlayer.getProcessExternalSpeed(); CharacterSpeedHardware hardwareSpeed = mPlayer.getFirstActiveComponent <CharacterSpeedHardware>(); if (hardwareSpeed != null) { mTargetSpeed = hardwareSpeed.getTargetSpeed(); } mActivedAnimationStateList.Clear(); mAllAnimationStateList.Clear(); if (enable) { foreach (var item in mAnimation) { AnimationState state = item as AnimationState; string info = "|" + state.name + "| |"; info += (state.enabled ? "enabled" : "disabled") + "| |"; info += "len:" + StringUtility.floatToString(state.length, 2) + "| |"; info += "spd:" + StringUtility.floatToString(state.speed, 2) + "| |"; info += "time:" + StringUtility.floatToString(state.time, 2) + "| |"; info += "weight:" + StringUtility.floatToString(state.weight, 2) + "| |"; info += state.wrapMode + "|"; mAllAnimationStateList.Add(info); if (state.enabled) { mActivedAnimationStateList.Add(info); } } } }
public override void update(float elapsedTime) { // 转向判断 float turnAngle = 0.0f; if (mCharacter.getProcessTurn()) { turnAngle = mData.mTurnAngle; // 只有转向角度增加时才会判断转弯 if (Mathf.Abs(turnAngle) > Mathf.Abs(mLastTurnAngle) && Mathf.Abs(turnAngle) >= GameDefine.TURN_ANGLE) { CommandCharacterTurn cmdTurn = newCmd(out cmdTurn, false); cmdTurn.mAngle = turnAngle; pushCommand(cmdTurn, mCharacter); } mLastTurnAngle = turnAngle; } // 方向 if (!MathUtility.isFloatZero(turnAngle)) { float angleDelta = turnAngle * elapsedTime * mData.mTurnSensitive; // 一帧的旋转角度不能太大 MathUtility.clamp(ref angleDelta, -GameDefine.MAX_REFLECT_ANGLE, GameDefine.MAX_REFLECT_ANGLE); mData.mSpeedRotation.y += angleDelta; } // 根据运动方向调整角色朝向 mCharacter.setYaw(mData.mSpeedRotation.y); // 位置 Vector3 moveDir = MathUtility.getVectorFromAngle(mData.mSpeedRotation.y * Mathf.Deg2Rad); Vector3 lastPosition = mCharacter.getPosition(); if (!MathUtility.isFloatZero(mData.mSpeed) || !MathUtility.isFloatZero(mData.mVerticalSpeed)) { Vector3 delta = (moveDir * mData.mSpeed + Vector3.up * mData.mVerticalSpeed) * elapsedTime; mCharacter.setPosition(lastPosition + delta); } // 检测前方是否有墙,多次检测确保角色不会穿透墙壁,最多只检测3次,避免在极端情况出现无线循环的现象 const int HIT_WALL_TEST_COUNT = 3; for (int i = 0; i < HIT_WALL_TEST_COUNT; ++i) { // 计算与墙面的碰撞 // 从运动之前的位置向运动方向发射一条射线 Vector3 faceDir = MathUtility.getDirectionFromDegreeYawPitch(mData.mSpeedRotation.y, mCharacter.getRotation().x); Ray dirRay = new Ray(lastPosition, faceDir); #if UNITY_EDITOR Debug.DrawLine(dirRay.origin, dirRay.origin + dirRay.direction * 10.0f, Color.red); #endif RaycastHit dirRet; bool hitWall = false; if (Physics.Raycast(dirRay, out dirRet, 1000.0f, 1 << GameUtility.mWallLayer)) { float wallDis = MathUtility.getLength(dirRet.point - lastPosition); // 减去上一次的位置与当前位置的差值后,如果小于单车前半部分的长度则认为是碰到了墙,计算出反弹方向 if (wallDis - MathUtility.getLength(lastPosition - mCharacter.getPosition()) < GameDefine.BIKE_FRONT_LENGTH) { Vector3 newDir = MathUtility.getReflection(faceDir, dirRet.normal); float reflectAngle = MathUtility.getAngleBetweenVector(newDir, dirRet.normal) * Mathf.Rad2Deg; // 反射角需要限定到一定范围 if (reflectAngle < GameDefine.MIN_REFLECT_ANGLE || reflectAngle > GameDefine.MAX_REFLECT_ANGLE) { MathUtility.clamp(ref reflectAngle, GameDefine.MIN_REFLECT_ANGLE, GameDefine.MAX_REFLECT_ANGLE); // 如果法线与反射方向相同,也就是垂直撞墙,则反射角默认为正 // 否则通过叉乘的结果来判断反射角的符号 if (!MathUtility.isVectorZero(MathUtility.normalize(newDir) - MathUtility.normalize(dirRet.normal))) { Vector3 cross = MathUtility.normalize(Vector3.Cross(newDir, dirRet.normal)); if (cross.y > 0.0f) { reflectAngle = -reflectAngle; } } Quaternion quat = new Quaternion(); quat.eulerAngles = new Vector3(0.0f, reflectAngle, 0.0f); newDir = MathUtility.rotateVector3(dirRet.normal, quat); } // 碰撞墙壁后将摄像机的跟随速度减慢 if (mCharacter.isType(CHARACTER_TYPE.CT_MYSELF)) { CameraLinkerSmoothFollow smoothFollow = mCameraManager.getMainCamera().getCurLinker() as CameraLinkerSmoothFollow; smoothFollow.setFollowPositionSpeed(1.0f); } mData.mSpeedRotation.y = MathUtility.getVectorYaw(newDir) * Mathf.Rad2Deg; // 此处仍然同步设置角色的旋转,暂时保证速度方向与角色的旋转值一致 mCharacter.setYaw(mData.mSpeedRotation.y); // 根据碰撞的入射角度,计算出速度损失量 float inAngle = MathUtility.getAngleBetweenVector(-faceDir, dirRet.normal) * Mathf.Rad2Deg; CommandCharacterHitWall cmdHitWall = newCmd(out cmdHitWall, false); cmdHitWall.mAngle = inAngle; pushCommand(cmdHitWall, mCharacter); hitWall = true; } } // 已经没有接触墙壁,则退出循环 if (!hitWall) { break; } } // 调整自身位置 correctTransform(elapsedTime); // 在地面上时,根据自身的旋转值,判断地面的坡度,计算当前阻力值 if (!mCharacter.hasState(PLAYER_STATE.PS_JUMP) && mCharacter.isType(CHARACTER_TYPE.CT_MYSELF)) { float pitch = mCharacter.getPitch(); MathUtility.adjustAngle180(ref pitch); float friction = -1.0f; // 先将俯仰角限制在一定范围内 MathUtility.clamp(ref pitch, mMaxUphillAngle, mMaxDownhillAngle); // 判断是否在正常范围内 if (MathUtility.isInRange(pitch, mMinUphillAngle, mMinDownhillAngle)) { friction = mNormalFriction; } // 是否为上坡,当角度为负时为上坡 else if (pitch < mMinUphillAngle) { float percent = (pitch - mMinUphillAngle) / (mMaxUphillAngle - mMinUphillAngle); friction = MathUtility.lerp(mMinUphillFriction, mMaxUphillFriction, percent); } else if (pitch > mMinDownhillAngle) { float percent = (pitch - mMinDownhillAngle) / (mMaxDownhillAngle - mMinDownhillAngle); friction = MathUtility.lerp(mMinDownhillFriction, mMaxDownhillFriction, percent); } if (mCurFriction != (int)friction) { mCurFriction = (int)friction; SerialPortPacketFriction packet = mUSBManager.createPacket(out packet, COM_PACKET.CP_FRICTION); packet.setFriction((byte)mCurFriction); mUSBManager.sendPacket(packet); if (mCharacter.isType(CHARACTER_TYPE.CT_MYSELF)) { mScriptDebugInfo.notityFriction(mCurFriction); } } if (mCharacter.isType(CHARACTER_TYPE.CT_MYSELF)) { mScriptDebugInfo.notityPitch(pitch); } } base.update(elapsedTime); }