Aimbot-ParallelEnv/Assets/Script/GameScript/Character/AgentController.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class AgentController : MonoBehaviour
{
[SerializeField] public GameObject commonParameterContainerObj;
[SerializeField] public Camera fpsCam;
[Header("GetAxis() Simulate")]
public float moveSpeed = 9.0f;
public float vX = 0f;
public float vZ = 0f;
public Vector3 nowMovement;
public float acceleration = 0.9f; // 加速度
public float mouseXSensitivity = 100;
public float mouseYSensitivity = 200;
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
private bool lockMouse;
private float fireRate;
private bool lockCameraX;
private bool lockCameraY;
// environment
public float lastShootTime = 0.0f;
public int enemyKillCount = 0;
public Vector3 killEnemyPosition;
public bool defaultTPCamera = true;
[System.NonSerialized] public bool gunReadyToggle = true;
public string myTag = "";
private CharacterController playerController;
private CommonParameterContainer commonPramCon;
private void Start()
{
// initialize scripts
commonPramCon = commonParameterContainerObj.GetComponent<CommonParameterContainer>();
playerController = transform.GetComponent<CharacterController>();
// initialize Environment parameters
lockMouse = commonPramCon.lockMouse;
fireRate = commonPramCon.fireRate;
lockCameraX = commonPramCon.lockCameraX;
lockCameraY = commonPramCon.lockCameraY;
// initialize remainTime
// this agent's tag
myTag = gameObject.tag;
}
#region Agent Move Control
public void MoveAgent(int vertical, int horizontal)
{
// Vector3 nowMovement;
if (horizontal != 0)//当按下按键(水平方向)
{
if (vX < moveSpeed && vX > -moveSpeed)//当前速度小于最大速度
{
vX += (float)horizontal * acceleration;//增加加速度
}
else
{
//防止在一瞬间切换输入时速度仍保持不变
if ((vX * horizontal) > 0)//输入与当前速度方向同向
{
vX = (float)horizontal * moveSpeed; //限制最大速度
}
else
{
vX += (float)horizontal * acceleration;//增加加速度
}
}
}
else
{
if (Math.Abs(vX) > 0.001)
{
vX -= (vX / Math.Abs(vX)) * acceleration;//减少加速度
}
else
{
vX = 0;
}
}
if (vertical != 0)//当按下按键(垂直方向)
{
if (vZ < moveSpeed && vZ > -moveSpeed)//当前速度小于最大速度
{
vZ += (float)vertical * acceleration;//增加加速度
}
else
{
if ((vZ * vertical) > 0)//输入与当前速度方向同向
{
vZ = (float)vertical * moveSpeed; //限制最大速度
}
else
{
vZ += (float)vertical * acceleration;//增加加速度
}
}
}
else
{
if (Math.Abs(vZ) > 0.001)
{
vZ -= (vZ / Math.Abs(vZ)) * acceleration;//减少加速度
}
else
{
vZ = 0;
}
}
nowMovement = (transform.forward * vZ + transform.right * vX);
//PlayerController下的.Move为实现物体运动的函数
//Move()括号内放入一个Vector3类型的量本例中为Player_Move
if (nowMovement.magnitude > moveSpeed)
{
nowMovement = nowMovement.normalized * moveSpeed;
}
playerController.Move(nowMovement * Time.deltaTime);
// update Key Viewer
}
#endregion Agent Move Control
#region Camera Control
public void CameraControl(float Mouse_X, float Mouse_Y)
{
//Mouse_X = Input.GetAxis("Mouse X") * MouseSensitivity * Time.deltaTime;
//Debug.Log(Input.GetAxis("Mouse X"));
//Mouse_Y = Input.GetAxis("Mouse Y") * MouseSensitivity * Time.deltaTime;
if (lockCameraX)
{
Mouse_X = 0;
}
if (lockCameraY)
{
Mouse_Y = 0;
}
yRotation = yRotation - Mouse_Y;
//xRotation值为正时屏幕下移当xRotation值为负时屏幕上移
//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
//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
//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
//limit UP DOWN between -90 -> 90
yRotation = Mathf.Clamp(yRotation, -90f, 90f);
//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
transform.Rotate(Vector3.up * Mouse_X);
//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
//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
//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
//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
fpsCam.transform.localRotation = Quaternion.Euler(yRotation, 0, 0);
//this.transform指这个CameraRotation的位置,localRotation指的是旋转轴
//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
//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
//且绕轴旋转的坐标轴是父节点本地坐标系的坐标轴
}
#endregion Camera Control
// Got Kill point
public void KillRecord(Vector3 killEnemyPosition)
{
enemyKillCount += 1;
this.killEnemyPosition = killEnemyPosition;
}
public void UpdateLockMouse()
{
// lock mouse based on paramContainer lockMouse
if (lockMouse)
{
Cursor.lockState = CursorLockMode.Locked;
}
}
public void UpdateGunState()
{
// update gun state
if ((Time.time - lastShootTime) >= fireRate)
{
gunReadyToggle = true;
}
else
{
gunReadyToggle = false;
}
}
}