using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; public class TestPeaceMaker : CrewScript { [SerializeField] private Transform m_Camera; [SerializeField] private float m_Speed; [SerializeField] private Transform m_Centre; [SerializeField] private SpriteRenderer m_Arrow; [SerializeField] private float m_ArrowRadius; [SerializeField] private TestPeaceMakerBullet m_Bullet; [SerializeField] private Vector2 m_Zoom; [SerializeField] private Transform m_LaunchPoint; public override Transform centre { get { return m_Centre; } } public override Vector2 aimDirection { get { return m_AimDirection; } } public override Transform arrow { get { return m_Arrow.transform; } } public override Transform launchPoint { get { return m_LaunchPoint; } } private Vector3 zoomIn { get { Vector3 zin = new Vector3(m_Zoom.x, m_Zoom.x, 1); return zin; } } private Vector3 zoomOut { get { Vector3 zout = new Vector3(m_Zoom.y, m_Zoom.y, 1); return zout; } } private TopDownShadowCaster m_Shadow; private SpriteRenderer m_SpriteRenderer; private TopDownTransform m_Coord; private Vector3 m_PreMouse; private Vector2 m_AimDirection; private Vector2 m_MoveDirection; private Vector3 m_TargetZoom; // 锁定瞄准,以移动方向为准 private bool m_LockAim { get { return PlayerManager.Instance.lockAim; } set { PlayerManager.Instance.lockAim = value; EventCenter.Instance.Publish(EventMsgType.ToggleLockAim); } } private enum ControlMode { Mouse, Joystick, } private ControlMode m_ControlMode; void Start() { PlayerManager.Instance.SetCrew(this); m_SpriteRenderer = GetComponent(); m_Coord = GetComponent(); m_ControlMode = ControlMode.Mouse; m_AimDirection = Vector2.zero; m_TargetZoom = new Vector3(m_Zoom.x, m_Zoom.x, 1); m_Shadow = GetComponent(); } void Update() { LockAim(); bool isMove = Move(); SetAim(); bool isFire = PlayerManager.Instance.isFire; CameraFollow(); CameraZoom(isFire); } void LockAim() { if(Input.GetButtonDown("LockAim")) { m_LockAim = !m_LockAim; } } void CameraZoom(bool zout) { if(zout) { m_TargetZoom = zoomOut; m_Camera.localScale = Vector3.Lerp(m_Camera.localScale, m_TargetZoom, 0.25f); } else { m_TargetZoom = zoomIn; m_Camera.localScale = Vector3.Lerp(m_Camera.localScale, m_TargetZoom, /*Time.deltaTime * 2f*/0.25f); } } void CameraFollow() { Vector3 pos = m_Camera.position; pos.x = m_Coord.x; pos.y = m_Coord.y; if (Vector3.Distance(pos, m_Camera.position) > 0.1f) { m_Camera.position = Vector3.Lerp(m_Camera.position, pos, 3 * Time.deltaTime); } } bool Move() { float x = Input.GetAxisRaw("Horizontal"); float y = Input.GetAxisRaw("Vertical"); bool isMove = x != 0 || y != 0; if (isMove) { Vector2 direction = new Vector2(x, y).normalized; m_MoveDirection = direction; Vector3 position = m_Coord.position; position.x += direction.x * m_Speed * Time.deltaTime; position.y += direction.y * m_Speed * Time.deltaTime; m_Coord.position = position; if (x > 0) { m_SpriteRenderer.flipX = false; m_Shadow.Flip(false); } else if (x < 0) { m_SpriteRenderer.flipX = true; m_Shadow.Flip(true); } } return isMove; } void SetAim() { Vector2 dir = Vector2.zero; Vector2 centrePos = m_Centre.position; float xAxis = Input.GetAxisRaw("AimHorizontal"); float yAxis = Input.GetAxisRaw("AimVertical"); bool bJoytick = xAxis != 0 || yAxis != 0; bool bMouse = (Input.mousePosition - m_PreMouse).magnitude > 0.01f; m_PreMouse = Input.mousePosition; if (m_LockAim && !bJoytick && !bMouse) { dir = m_MoveDirection; } else { m_LockAim = false; if (bJoytick) { m_ControlMode = ControlMode.Joystick; dir = new Vector2(xAxis, -yAxis).normalized; } if (bMouse) { m_ControlMode = ControlMode.Mouse; Vector2 camPos = GetCameraPosition(); dir = (camPos - centrePos).normalized; } } if (dir.magnitude > 0) { m_AimDirection = dir; Vector2 arrowPos = centrePos + m_ArrowRadius * m_AimDirection; m_Arrow.transform.position = new Vector3(arrowPos.x, arrowPos.y, m_Arrow.transform.position.z); m_Arrow.transform.rotation = Quaternion.Euler(0, 0, Mathf.Atan2(m_AimDirection.y, m_AimDirection.x) * Mathf.Rad2Deg); } } Vector2 GetCameraPosition() { Vector3 screenPos = Input.mousePosition; Vector2 target = Camera.main.ScreenToWorldPoint(screenPos); return target; } }