2023-07-09 17:51:44 +00:00
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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public class AgentController : MonoBehaviour
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{
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2023-10-23 18:34:15 +00:00
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[SerializeField] public GameObject commonParameterContainerObj;
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[SerializeField] public Camera fpsCam;
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2023-07-09 17:51:44 +00:00
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[Header("GetAxis() Simulate")]
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public float moveSpeed = 9.0f;
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public float vX = 0f;
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public float vZ = 0f;
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2023-08-22 17:58:50 +00:00
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public Vector3 nowMovement;
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2023-07-11 10:32:28 +00:00
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public float acceleration = 0.9f; // 加速度
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2023-07-09 17:51:44 +00:00
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public float mouseXSensitivity = 100;
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public float mouseYSensitivity = 200;
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public float yRotation = 0.1f;//定义一个浮点类型的量,记录‘围绕’X轴旋转的角度
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private bool lockMouse;
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private float fireRate;
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private bool lockCameraX;
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private bool lockCameraY;
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// environment
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2023-10-23 18:34:15 +00:00
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public float lastShootTime = 0.0f;
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2023-07-09 17:51:44 +00:00
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2023-10-23 18:34:15 +00:00
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public int enemyKillCount = 0;
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public Vector3 killEnemyPosition;
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2023-07-09 17:51:44 +00:00
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public bool defaultTPCamera = true;
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[System.NonSerialized] public bool gunReadyToggle = true;
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2023-10-23 18:34:15 +00:00
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public string myTag = "";
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2023-07-09 17:51:44 +00:00
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private CharacterController playerController;
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2023-10-22 16:54:30 +00:00
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private CommonParameterContainer commonPramCon;
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2023-07-09 17:51:44 +00:00
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private void Start()
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{
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// initialize scripts
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commonPramCon = commonParameterContainerObj.GetComponent<CommonParameterContainer>();
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2023-10-23 18:34:15 +00:00
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playerController = transform.GetComponent<CharacterController>();
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2023-07-09 17:51:44 +00:00
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// initialize Environment parameters
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2023-10-22 16:54:30 +00:00
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lockMouse = commonPramCon.lockMouse;
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fireRate = commonPramCon.fireRate;
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lockCameraX = commonPramCon.lockCameraX;
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lockCameraY = commonPramCon.lockCameraY;
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2023-07-09 17:51:44 +00:00
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// initialize remainTime
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// this agent's tag
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myTag = gameObject.tag;
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}
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2023-08-15 10:47:14 +00:00
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#region Agent Move Control
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2023-07-09 17:51:44 +00:00
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public void MoveAgent(int vertical, int horizontal)
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{
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// Vector3 nowMovement;
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2023-07-09 17:51:44 +00:00
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if (horizontal != 0)//当按下按键(水平方向)
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{
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if (vX < moveSpeed && vX > -moveSpeed)//当前速度小于最大速度
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{
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vX += (float)horizontal * acceleration;//增加加速度
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}
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else
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{
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//防止在一瞬间切换输入时速度仍保持不变
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if ((vX * horizontal) > 0)//输入与当前速度方向同向
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{
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vX = (float)horizontal * moveSpeed; //限制最大速度
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}
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else
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{
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vX += (float)horizontal * acceleration;//增加加速度
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}
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}
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}
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else
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{
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if (Math.Abs(vX) > 0.001)
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{
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vX -= (vX / Math.Abs(vX)) * acceleration;//减少加速度
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}
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else
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{
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vX = 0;
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}
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}
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if (vertical != 0)//当按下按键(垂直方向)
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{
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if (vZ < moveSpeed && vZ > -moveSpeed)//当前速度小于最大速度
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{
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vZ += (float)vertical * acceleration;//增加加速度
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}
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else
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{
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if ((vZ * vertical) > 0)//输入与当前速度方向同向
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{
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vZ = (float)vertical * moveSpeed; //限制最大速度
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}
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else
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{
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vZ += (float)vertical * acceleration;//增加加速度
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}
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}
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}
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else
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{
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if (Math.Abs(vZ) > 0.001)
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{
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vZ -= (vZ / Math.Abs(vZ)) * acceleration;//减少加速度
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}
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else
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{
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vZ = 0;
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}
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}
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2023-08-22 17:58:50 +00:00
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nowMovement = (transform.forward * vZ + transform.right * vX);
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2023-07-09 17:51:44 +00:00
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//PlayerController下的.Move为实现物体运动的函数
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//Move()括号内放入一个Vector3类型的量,本例中为Player_Move
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if (nowMovement.magnitude > moveSpeed)
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{
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nowMovement = nowMovement.normalized * moveSpeed;
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}
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playerController.Move(nowMovement * Time.deltaTime);
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2023-07-09 17:51:44 +00:00
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// update Key Viewer
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}
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2023-08-15 10:47:14 +00:00
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#endregion Agent Move Control
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#region Camera Control
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2023-07-09 17:51:44 +00:00
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public void CameraControl(float Mouse_X, float Mouse_Y)
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{
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//Mouse_X = Input.GetAxis("Mouse X") * MouseSensitivity * Time.deltaTime;
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//Debug.Log(Input.GetAxis("Mouse X"));
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//Mouse_Y = Input.GetAxis("Mouse Y") * MouseSensitivity * Time.deltaTime;
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if (lockCameraX)
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{
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Mouse_X = 0;
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}
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if (lockCameraY)
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{
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Mouse_Y = 0;
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}
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yRotation = yRotation - Mouse_Y;
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//xRotation值为正时,屏幕下移,当xRotation值为负时,屏幕上移
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//当鼠标向上滑动,Mouse_Y值为正,xRotation-Mouse_Y的值为负,xRotation总的值为负,屏幕视角向上滑动
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//当鼠标向下滑动,Mouse_Y值为负,xRotation-Mouse_Y的值为正,xRotation总的值为正,屏幕视角向下滑动
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//简单来说就是要控制鼠标滑动的方向与屏幕移动的方向要相同
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//limit UP DOWN between -90 -> 90
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yRotation = Mathf.Clamp(yRotation, -90f, 90f);
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//相机左右旋转时,是以Y轴为中心旋转的,上下旋转时,是以X轴为中心旋转的
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transform.Rotate(Vector3.up * Mouse_X);
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//Vector3.up相当于Vector3(0,1,0),CameraRotation.Rotate(Vector3.up * Mouse_X)相当于使CameraRotation对象绕y轴旋转Mouse_X个单位
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//即相机左右旋转时,是以Y轴为中心旋转的,此时Mouse_X控制着值的大小
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//相机在上下旋转移动时,相机方向不会随着移动,类似于低头和抬头,左右移动时,相机方向会随着向左向右移动,类似于向左向右看
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//所以在控制相机向左向右旋转时,要保证和父物体一起转动
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2023-09-07 22:15:24 +00:00
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fpsCam.transform.localRotation = Quaternion.Euler(yRotation, 0, 0);
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2023-07-09 17:51:44 +00:00
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//this.transform指这个CameraRotation的位置,localRotation指的是旋转轴
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//transform.localRotation = Quaternion.Eular(x,y,z)控制旋转的时候,按照X-Y-Z轴的旋转顺规
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//即以围绕X轴旋转x度,围绕Y轴旋转y度,围绕Z轴旋转z度
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//且绕轴旋转的坐标轴是父节点本地坐标系的坐标轴
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}
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2023-08-15 10:47:14 +00:00
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#endregion Camera Control
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2023-10-23 18:34:15 +00:00
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// Got Kill point
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2023-08-22 17:58:50 +00:00
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public void KillRecord(Vector3 killEnemyPosition)
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{
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enemyKillCount += 1;
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2023-08-22 17:58:50 +00:00
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this.killEnemyPosition = killEnemyPosition;
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2023-08-15 10:47:14 +00:00
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}
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2023-07-09 17:51:44 +00:00
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public void UpdateLockMouse()
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{
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// lock mouse based on paramContainer lockMouse
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if (lockMouse)
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{
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Cursor.lockState = CursorLockMode.Locked;
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}
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}
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public void UpdateGunState()
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{
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// update gun state
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if ((Time.time - lastShootTime) >= fireRate)
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{
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gunReadyToggle = true;
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}
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else
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{
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gunReadyToggle = false;
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}
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}
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}
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