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unity/Assets/Script/GameObject/Player/PlayerControler.cs
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210
unity/Assets/Script/GameObject/Player/PlayerControler.cs
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using Manager;
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using System;
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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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public class PlayerControler : MonoBehaviour
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{
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[SerializeField] private InputActions inputActions;
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[SerializeField] public Animator animator;
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[SerializeField] private Rigidbody2D rb;
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[SerializeField] private BoxCollider2D bc;
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private CameraVR cameraVR;
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[Header("正常速度")]
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[SerializeField] private float normalSpeed;
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Vector2 InputDir;//移动方向
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public float dodgeCoolDown;//闪避Cd时间
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public float dodgeSpeed;
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private float dodge;
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private bool isCanDodge;
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private bool isWuDi;
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public float wuDiTimer;
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public CharacterCombat ch;
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public CharacterHp info;
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private void Awake()
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{
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inputActions = new InputActions();
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cameraVR = GameObject.FindWithTag("Camera").GetComponentInChildren<CameraVR>();
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}
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private void Start()
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{
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inputActions.GamePlay.ComBa_01.started += this.Attack_01;
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inputActions.GamePlay.ComBa_02.started += this.Attack_02;
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inputActions.GamePlay.Dodge.started += this.Dodge;
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inputActions.UI.Stop.started += this.OnStop;
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inputActions.UI.Bag.started += this.OpenBag;
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dodge = dodgeCoolDown;
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isCanDodge = true;
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ManagersMode.Poll.CreateGameObjectPoll("Timer", 10);
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ManagersMode.Poll.CreateGameObjectPoll("BulletPoll", 3);
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ManagersMode.Poll.CreateGameObjectPoll("EffectPoll", 2);
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info.Init(ch);
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}
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private void Update()
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{
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if(ch.currentHp<=0)
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{
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UIManager.Instance.Show<UIGameOver>();
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ch._animator.Play("die");
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}
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if(!animator.CheckAnimationTag("Roll"))
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{
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animator.speed = 1;
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}
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else
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{
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this.transform.Translate(InputDir*dodgeSpeed*0.01f);//闪避移动
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}
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CanDodge();
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UseItem();
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}
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private void OnEnable()
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{
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inputActions.Enable();
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}
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private void OnDisable()
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{
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inputActions.Disable();
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}
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private void FixedUpdate()
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{
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if(!animator.CheckAnimationTag("Die"))
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{
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this.MoveController();
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}
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else
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{
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this.rb.velocity =Vector2.zero;
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}
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}
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#region 移动 新版输入系统
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private void MoveController()
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{
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InputDir = inputActions.GamePlay.Move.ReadValue<Vector2>().normalized;
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animator.SetFloat("Horizontal", InputDir.x);
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animator.SetFloat("Vertical", InputDir.y);
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animator.SetFloat("Speed", InputDir.sqrMagnitude);
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this.rb.velocity = InputDir * normalSpeed;
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if (InputDir.x < 0)//向左
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{
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transform.localScale = new Vector3(1, 1, 1);
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}
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if (InputDir.x > 0)//向左
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{
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transform.localScale = new Vector3(-1, 1, 1);
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}
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}
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private void OnStop(InputAction.CallbackContext obj)
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{
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UIManager.Instance.Show<UIGameOver>();
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}
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#endregion
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/// <summary>
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/// 角色攻击
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/// </summary>
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private void Attack_01(InputAction.CallbackContext obj)
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{
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animator.SetTrigger("Attack_01");
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}
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private void Attack_02(InputAction.CallbackContext obj)
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{
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animator.SetTrigger("Attack_02");
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}
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private bool CanDodge()
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{
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if(isCanDodge)
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{
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return true;
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}
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dodgeCoolDown -= Time.deltaTime;
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if(dodgeCoolDown<=0)
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{
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isCanDodge = true;
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dodgeCoolDown = dodge;
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return true;
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}
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return false;
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}
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/// <summary>
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/// 角色闪避
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/// </summary>
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private void Dodge(InputAction.CallbackContext obj)
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{
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//||animator.CheckAnimationTag("Hit")
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if (!CanDodge())
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{
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return;
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}
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StartCoroutine(nameof(SetWuDi));//无敌状态
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isCanDodge = false;
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animator.speed = 1f;
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if (InputDir.x!=0)
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{
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animator.Play("roll");
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}
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if (InputDir.y > 0)
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{
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animator.Play("roll-up");
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}
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if (InputDir.y < 0)
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{
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animator.Play("roll-down");
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}
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}
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IEnumerator SetWuDi()
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{
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isWuDi = true;
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yield return new WaitForSeconds(wuDiTimer);
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isWuDi = false;
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}
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public bool GetIsDodge()
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{
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return isWuDi;
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}
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private void OpenBag(InputAction.CallbackContext obj)
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{
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UIManager.Instance.Show<UIBagInfo>();
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}
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public void UseItem()
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{
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if(Input.GetKeyDown(KeyCode.Alpha1))
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{
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PlayerInfo.Instance.BagMgr.UserItem(1, 1);//回血道具
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}
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}
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}
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