2022-03-11 22:42:57 +08:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using Sirenix.OdinInspector;
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/// <summary>
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/// 玩家的控制器部分,玩家主类必须继承这个类才能对控制做出反应
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/// </summary>
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public class PlayerControl : MonoBehaviour
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{
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private PlayerC playerC;
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/// <summary>
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/// 此帧输入方向,-1为左,1为右,0此帧不输入
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/// </summary>
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[SerializeField][ReadOnly][Header("此帧输入方向,-1为左,1为右,0表示此帧不输入")]
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protected int inputDir;
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2022-03-12 14:54:57 +08:00
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protected virtual void Start()
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2022-03-11 22:42:57 +08:00
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{
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playerC = new PlayerC();
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//playerC.Enable();
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playerC.Normal.Enable();
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//为事件订阅方法
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//为移动操作订阅方法
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playerC.Normal.Move.performed += ctx => OnMove(ctx);
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playerC.Normal.Move.canceled += ctx => { inputDir = 0; };
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//为攻击操作订阅方法
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playerC.Normal.Atk.performed += ctx => OnAtk();
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//为跳跃操作订阅方法
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playerC.Normal.Jump.performed += ctx => OnJump();
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//为交互操作订阅方法
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playerC.Normal.Interact.performed += ctx => OnInteract();
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}
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/// <summary>
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/// 当有移动输入的时候触发,因为涉及读值,重些的时候记得必须Base
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/// </summary>
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protected virtual void OnMove(InputAction.CallbackContext ctx){
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//根据读值设置记录的输入方向
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if(ctx.ReadValue<float>() > 0){
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inputDir = 1;
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}else if(ctx.ReadValue<float>() < 0){
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inputDir = -1;
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}
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if(ctx.ReadValue<float>().Equals(0f)){
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inputDir = 0;
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}
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}
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/// <summary>
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/// 按下攻击时触发
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/// </summary>
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protected virtual void OnAtk(){}
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/// <summary>
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/// 按下跳跃时触发
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/// </summary>
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protected virtual void OnJump(){}
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/// <summary>
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/// 按下交互时触发
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/// </summary>
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protected virtual void OnInteract(){}
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}
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