示例#1
0
    void LateUpdate()
    {
        //Movement

        Vector3 movement = Vector3.zero;
        float   horInput = STBInput.GetAxis("HorizontalMove");
        float   verInput = STBInput.GetAxis("VerticalMove");

        Matrix4x4 rotCamera = Matrix4x4.Rotate(Quaternion.Euler(0f, Camera.main.transform.eulerAngles.y, 0f));

        if (horInput != 0 || verInput != 0)
        {
            movement.x = horInput * moveSpeed;
            movement.z = verInput * moveSpeed;
            movement   = Vector3.ClampMagnitude(movement, moveSpeed);
            if (GameManager.IsDirectionAdjustOn)
            {
                float     angle  = Camera.main.AdjustAngle(transform.position, movement);
                Matrix4x4 adjust = Matrix4x4.Rotate(Quaternion.Euler(0f, angle, 0f));
                movement = adjust * movement;
            }
            movement = rotCamera * movement;
        }

        if (GameCursor.isActivated)
        {
            Vector3 rotation = GameCursor.GetPosition() - transform.position;
            rotation.y = 0f;
            if (rotation != Vector3.zero)
            {
                Quaternion direction = Quaternion.LookRotation(rotation);
                transform.rotation = Quaternion.Lerp(transform.rotation, direction, rotSpeed * Time.deltaTime);
            }
        }
        else
        {
            float horRotInput = STBInput.GetAxis("HorizontalRotate");
            float verRotInput = STBInput.GetAxis("VerticalRotate");
            if (horRotInput != 0 || verRotInput != 0)
            {
                Vector3 lookDir = new Vector3(horRotInput, 0f, verRotInput);
                if (GameManager.IsDirectionAdjustOn)
                {
                    float     angle  = Camera.main.AdjustAngle(transform.position, lookDir);
                    Matrix4x4 adjust = Matrix4x4.Rotate(Quaternion.Euler(0f, angle, 0f));
                    lookDir = adjust * lookDir;
                }
                lookDir = rotCamera * lookDir;
                Quaternion direction = Quaternion.LookRotation(lookDir);
                transform.rotation = Quaternion.Lerp(transform.rotation, direction, rotSpeed * Time.deltaTime);
            }
            else if (movement.magnitude != 0f)
            {
                Quaternion direction = Quaternion.LookRotation(movement);
                transform.rotation = Quaternion.Lerp(transform.rotation, direction, rotSpeed * Time.deltaTime);
            }
        }

        flame.CheckSpeed(movement);

        if (!charaController.isGrounded)
        {
            charaController.Move(new Vector3(0f, -9.8f, 0f) * Time.deltaTime);
        }
        movement *= Time.deltaTime;
        if (IsMovable)
        {
            charaController.Move(movement);
        }

        //Wingmen

        if (wingmen.Count != 0)
        {
            for (int i = wingmen.Count - 1; i >= 0; i--)
            {
                if (wingmen[i] == null)
                {
                    wingmen.RemoveAt(i);
                }
            }
        }

        //Attack

        if (IsArmed)
        {
            timeFireRecharge += Time.deltaTime;
            if (STBInput.GetButton("Fire"))
            {
                if (timeFireRecharge > fireGap)
                {
                    Fire();
                }
            }
            else
            {
                timeFireRecharge = Mathf.Clamp(timeFireRecharge, 0f, fireGap);
            }
        }
    }