模型替换

master
GamerHJD 1 year ago
parent bc8de65473
commit 597d31ed5f

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@ -5,12 +5,14 @@ using UnityEngine;
public class PlayerController : MonoBehaviour
{
Animator animator;
public Transform target;
public Transform endRun;
public Transform endWalk;
public Transform man;
bool finishFlag = false;
Queue<IEnumerator> queue=new Queue<IEnumerator>();
bool finishFlag = true;
private void Awake()
{
animator = GetComponent<Animator>();
animator = GetComponentInChildren<Animator>();
}
void Start()
{
@ -19,18 +21,21 @@ public class PlayerController : MonoBehaviour
void WalkAndSquat() {
EventManager.Instance.emit("StartTip");
StartCoroutine(MovePos(transform, target.position, 2));
StartCoroutine(Squat(transform, man));
queue.Enqueue(MovePosByWalk(transform, endWalk.position, 2));
queue.Enqueue(MovePosByRun(transform, endRun.position, 2));
queue.Enqueue(Squat(transform, man));
StartCoroutine(StartQueue());
}
IEnumerator MovePos(Transform ts, Vector3 targetPos, float speed) {
IEnumerator MovePosByWalk(Transform ts, Vector3 targetPos, float speed) {
animator.SetBool("Walk", true);
while (true) {
yield return new WaitForFixedUpdate();
Vector3 moveDir = (targetPos - ts.position).normalized;
ts.position += moveDir * Time.fixedDeltaTime * speed;
Quaternion targetRotation = Quaternion.LookRotation(targetPos - ts.position);
ts.rotation = Quaternion.Lerp(ts.rotation, targetRotation, 0.01f);
//Quaternion targetRotation = Quaternion.LookRotation(targetPos - ts.position);
//Debug.Log(targetRotation);
//ts.rotation = Quaternion.Lerp(ts.rotation, targetRotation, 0.01f);
if (Vector3.Distance(ts.position, targetPos) <= 0.1) {
ts.position = targetPos;
animator.SetBool("Walk", false);
@ -40,11 +45,31 @@ public class PlayerController : MonoBehaviour
}
}
IEnumerator MovePosByRun(Transform ts, Vector3 targetPos, float speed)
{
animator.SetBool("Run", true);
while (true)
{
yield return new WaitForFixedUpdate();
Vector3 moveDir = (targetPos - ts.position).normalized;
ts.position += moveDir * Time.fixedDeltaTime * speed * 1.5f;
//Quaternion targetRotation = Quaternion.LookRotation(targetPos - ts.position);
//ts.rotation = Quaternion.Lerp(ts.rotation, targetRotation, 0.01f);
if (Vector3.Distance(ts.position, targetPos) <= 0.1)
{
ts.position = targetPos;
animator.SetBool("Run", false);
finishFlag = true;
yield break;
}
}
}
IEnumerator Squat(Transform my, Transform ts) {
yield return new WaitUntil(Finish);
transform.LookAt(ts);
transform.localEulerAngles = new Vector3(0,90,0);
animator.SetTrigger("Squat");
Invoke("E_OpenStep1_2", 1);
yield return null;
}
void E_OpenStep1_2(){
@ -53,4 +78,20 @@ public class PlayerController : MonoBehaviour
bool Finish() {
return finishFlag;
}
IEnumerator StartQueue() {
while (true) {
yield return new WaitUntil(Finish);
if (queue.Count != 0)
{
StartCoroutine(queue.Dequeue());
finishFlag = false;
yield return null;
}
else {
yield break;
}
}
}
}

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