摇杆
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@ -64,12 +64,13 @@ public class CameraControl : MonoBehaviour
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// 获取鼠标移动来控制相机的旋转。
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// 鼠标控制:
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if (Input.GetMouseButton(0))
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{
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angleH += Mathf.Clamp(Input.GetAxis("Mouse X"), -1, 1) * horizontalAimingSpeed;
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angleV += Mathf.Clamp(Input.GetAxis("Mouse Y"), -1, 1) * verticalAimingSpeed;
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}
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//if (Input.GetMouseButton(0))
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//{
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// angleH += Mathf.Clamp(Input.GetAxis("Mouse X"), -1, 1) * horizontalAimingSpeed;
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// angleV += Mathf.Clamp(Input.GetAxis("Mouse Y"), -1, 1) * verticalAimingSpeed;
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//}
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// 设置垂直移动的限制。
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@ -86,13 +87,13 @@ public class CameraControl : MonoBehaviour
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angleH += deltaH;
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}
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// 处理相机的水平旋转限制(如果设置了)。
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// 处理相机的水平旋转限制(如果设置了)
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if (forwardHorizontalRef != default(Vector3))
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{
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ClampHorizontal();
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}
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// 设置相机的方向。
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// 设置相机的方向
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Quaternion camYRotation = Quaternion.Euler(0, angleH, 0);
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Quaternion aimRotation = Quaternion.Euler(-angleV, angleH, 0);
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cam.rotation = aimRotation;
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@ -46,15 +46,15 @@ public class GodCamera : MonoBehaviour
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{
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//移动
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Move();
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// Move();
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//视野缩放
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ScaleView();
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///ScaleView();
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}
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private void Move()
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{
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//当鼠标左键按下的时候,0表示鼠标左键
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if (Input.GetMouseButton(0))
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if (Input.GetMouseButton(0))
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{
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var x = Input.GetAxis("Mouse X");//鼠标在两帧之间的水平偏移量
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var y = Input.GetAxis("Mouse Y");//竖直的偏移量
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@ -2,7 +2,7 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PlayerMovement_Joystick : MonoBehaviour
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public class PlayerMovement_Jpystick : MonoBehaviour
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{
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public FixedJoystick joystick; // 引用 Fixed Joystick
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public Transform cameraTransform; // 引用主摄像机的 Transform
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@ -14,24 +14,24 @@ public class PlayerMovement_Joystick : MonoBehaviour
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public Camera mainCamera;
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private Rigidbody rb;
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// 定义相机 FOV 相关变量
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public float normalFOV = 60f; // 正常行走时的FOV
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public float sprintFOV = 120f; // 奔跑时的FOV
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public float fovChangeSpeed = 2f; // FOV改变的速度
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public float fovChangeSpeed = 2f; // FOV改变的速
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// 触摸ID变量,用于区分左右区域触摸
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private int leftFingerId = -1; // 左侧区域触摸ID
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private int rightFingerId = -1; // 右侧区域触摸ID
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private Vector2 rightTouchStartPos; // 记录右手触摸开始位置
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private int leftFingerId = -1;
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private int rightFingerId = -1;
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private bool IsMoving = false;
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private float MoveTime = 0f; // 跑步切换的时间
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public float walkTime; // 走路的时间
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public float runTime; // 跑的时间
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private float targetFOV; // 跑步时平滑切换FOV
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//跑步切换的时间
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private float MoveTime = 0f;
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//走路的时间
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public float walkTime;
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//跑的时间
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public float runTime;
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//跑步时平滑切换fov
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private float targetFOV;
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private void Start()
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{
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characterControl = GetComponent<CharacterControl>();
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@ -39,43 +39,52 @@ public class PlayerMovement_Joystick : MonoBehaviour
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rb = GetComponent<Rigidbody>();
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}
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void Update()
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{
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// 检测屏幕上所有触摸点
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foreach (Touch touch in Input.touches)
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{
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// 触摸开始时分配触摸区域
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// 触摸开始时,分配触摸区域
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if (touch.phase == TouchPhase.Began)
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{
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if (touch.position.x < Screen.width / 2 && leftFingerId == -1)
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{
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leftFingerId = touch.fingerId; // 左侧区域用于控制虚拟摇杆
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// 左侧区域,绑定左手指ID,用于控制虚拟摇杆
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leftFingerId = touch.fingerId;
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}
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else if (touch.position.x >= Screen.width / 2 && rightFingerId == -1)
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{
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rightFingerId = touch.fingerId; // 右侧区域用于滑动视角
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rightTouchStartPos = touch.position; // 记录右手触摸起点
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// 右侧区域,绑定右手指ID,用于滑动视角
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rightFingerId = touch.fingerId;
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}
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}
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else if (touch.phase == TouchPhase.Moved || touch.phase == TouchPhase.Stationary)
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{
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if (touch.fingerId == leftFingerId)
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{
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HandleJoystickControl(); // 左手触摸:处理角色移动
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// 左侧触摸:处理角色移动
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HandleJoystickControl();
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}
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else if (touch.fingerId == rightFingerId)
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{
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HandleViewSwipe(touch); // 右手触摸:滑动视角
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// 右侧触摸:滑动视角
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HandleViewSwipe(touch);
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}
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}
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else if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled)
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{
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// 触摸结束时,重置ID
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if (touch.fingerId == leftFingerId)
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{
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leftFingerId = -1; // 触摸结束时重置左手ID
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leftFingerId = -1;
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}
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else if (touch.fingerId == rightFingerId)
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{
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rightFingerId = -1; // 触摸结束时重置右手ID
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rightFingerId = -1;
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}
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}
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}
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@ -83,27 +92,29 @@ public class PlayerMovement_Joystick : MonoBehaviour
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void HandleJoystickControl()
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{
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// 获取摇杆输入
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// 1. 获取摇杆输入
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float horizontal = joystick.Horizontal;
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float vertical = joystick.Vertical;
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// 转换为三维方向向量 ( 保持在水平面 )
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// 2. 转换为三维方向向量 (保持在水平面)
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Vector3 inputDirection = new Vector3(horizontal, 0f, vertical);
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// 获取移动方向相对于摄像机的世界方向
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// 3. 获取移动方向相对于摄像机的世界方向
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Vector3 cameraForward = cameraTransform.forward; // 摄像机的前向方向
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Vector3 cameraRight = cameraTransform.right; // 摄像机的右方向
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Vector3 cameraRight = cameraTransform.right; // 摄像机的右方向
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// 只需要水平的移动方向,去掉摄像头的y轴分量
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// 由于我们只需要水平的移动方向,去掉摄像头的y轴分量
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cameraForward.y = 0;
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cameraRight.y = 0;
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cameraForward.Normalize();
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cameraRight.Normalize();
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// 计算最终的移动方向 ( 相对于摄像机的前后左右 )
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// 4. 计算最终的移动方向 (相对于摄像机的前后左右)
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Vector3 moveDirection = (cameraRight * horizontal + cameraForward * vertical).normalized;
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if (Mathf.Abs(vertical) > 0.01f || Mathf.Abs(horizontal) > 0.01f)
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{
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if (MoveTime < (walkTime + runTime + 0.1f))
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@ -111,31 +122,30 @@ public class PlayerMovement_Joystick : MonoBehaviour
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MoveTime += Time.deltaTime;
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}
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}
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// 应用移动
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// 5. 应用移动
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if (moveDirection.magnitude > 0.1f)
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{
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// 使用速度移动角色
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Vector3 newPosition = rb.position + moveDirection * moveSpeed * Time.fixedDeltaTime;
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rb.MovePosition(newPosition);
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MoveState();
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// 使角色面朝移动方向
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Quaternion toRotation = Quaternion.LookRotation(moveDirection, Vector3.up);
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transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, 720 * Time.deltaTime);
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}
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}
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void HandleViewSwipe(Touch touch)
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{
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// 滑动视角逻辑
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Vector2 swipeDelta = touch.position - rightTouchStartPos;
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float horizontalSwipe = swipeDelta.x * 0.1f; // 可调整灵敏度
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float verticalSwipe = -swipeDelta.y * 0.1f;
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float horizontalSwipe = touch.deltaPosition.x * 0.1f; // 可调整灵敏度
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float verticalSwipe = -touch.deltaPosition.y * 0.1f;
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cameraTransform.Rotate(0, horizontalSwipe, 0, Space.World);
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cameraTransform.Rotate(verticalSwipe, 0, 0, Space.Self);
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// 更新右手触摸起点
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rightTouchStartPos = touch.position;
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}
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public void MoveState()
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@ -159,4 +169,6 @@ public class PlayerMovement_Joystick : MonoBehaviour
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// 使用插值平滑调整相机的FOV
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mainCamera.fieldOfView = Mathf.Lerp(mainCamera.fieldOfView, targetFOV, fovChangeSpeed * Time.deltaTime);
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}
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}
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}
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