Unity教学项目Ceator Kit:FPS 源代码学习笔记(一)Controller类

这是Unity的教学项目Ceator Kit:FPS,可以通过UnityHub进行下载。
项目截图:
在这里插入图片描述
在这里插入图片描述

using System;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif

[System.Serializable]//序列化
public class AmmoInventoryEntry
{
    [AmmoType]
    public int ammoType;//子弹类型
    public int amount = 0;//子弹数量
}

public class Controller : MonoBehaviour
{
    //Urg that's ugly, maybe find a better way
    public static Controller Instance { get; protected set; }//单例模式

    public Camera MainCamera;//主相机
    public Camera WeaponCamera;//武器相机
    
    public Transform CameraPosition;//相机位置
    public Transform WeaponPosition;//武器位置
    
    public Weapon[] startingWeapons;//开始的武器种类

    //this is only use at start, allow to grant ammo in the inspector. m_AmmoInventory is used during gameplay
    public AmmoInventoryEntry[] startingAmmo;//开始的弹药数量

    [Header("Control Settings")]//隐藏
    public float MouseSensitivity = 100.0f;//鼠标灵敏度
    public float PlayerSpeed = 5.0f;//玩家速度
    public float RunningSpeed = 7.0f;//奔跑速度
    public float JumpSpeed = 5.0f;//跳跃速度

    [Header("Audio")]
    public RandomPlayer FootstepPlayer;//玩家音效控制
    public AudioClip JumpingAudioCLip;//跳跃音效
    public AudioClip LandingAudioClip;//走路音效
    
    float m_VerticalSpeed = 0.0f;//垂直速度
    bool m_IsPaused = false;//是否按下
    int m_CurrentWeapon;//当前武器
    
    float m_VerticalAngle, m_HorizontalAngle;//垂直角度,水平角度
    public float Speed { get; private set; } = 0.0f;//速度

    public bool LockControl { get; set; }//锁定控制,就没法操作
    public bool CanPause { get; set; } = true;//可以按下

    public bool Grounded => m_Grounded;//是否在地面上 =>goes to

    CharacterController m_CharacterController;//玩家控制器

    bool m_Grounded;
    float m_GroundedTimer;//地面记录时间
    float m_SpeedAtJump = 0.0f;//在跳跃时的速度

    List<Weapon> m_Weapons = new List<Weapon>();//当前的武器列表
    Dictionary<int, int> m_AmmoInventory = new Dictionary<int, int>();//弹夹/剩余弹药数量

    void Awake()
    {
        Instance = this;
    }
    
    void Start()
    {
        Cursor.lockState = CursorLockMode.Locked;//屏幕锁定
        Cursor.visible = false;//隐藏硬件指针

        m_IsPaused = false;//初始化为没有按键按下
        m_Grounded = true;//初始化为在地面上
        
        MainCamera.transform.SetParent(CameraPosition, false);//主相机设置到相机位置子物体下,不使用世界坐标
        MainCamera.transform.localPosition = Vector3.zero;//初始化到父物体坐标原点
        MainCamera.transform.localRotation = Quaternion.identity;//初始化相机角度为默认
        m_CharacterController = GetComponent<CharacterController>();//初始化角色控制器为当前物体的角色控制器

        for (int i = 0; i < startingWeapons.Length; ++i)//遍历开始的武器
        {
            PickupWeapon(startingWeapons[i]);
        }

        for (int i = 0; i < startingAmmo.Length; ++i)//设置初始的弹药量
        {
            ChangeAmmo(startingAmmo[i].ammoType, startingAmmo[i].amount);
        }
        
        m_CurrentWeapon = -1;//初始化当前武器为没有
        ChangeWeapon(0);//设置当前武器为0号武器

        for (int i = 0; i < startingAmmo.Length; ++i)//装载当前的弹药量
        {
            m_AmmoInventory[startingAmmo[i].ammoType] = startingAmmo[i].amount;
        }

        m_VerticalAngle = 0.0f;//初始垂直角度为0
        m_HorizontalAngle = transform.localEulerAngles.y;//水平角度为当前物体欧拉角的y值
    }

    void Update()
    {
        if (CanPause && Input.GetButtonDown("Menu"))//按下菜单键,就先显示菜单
        {
            PauseMenu.Instance.Display();
        }
        
        FullscreenMap.Instance.gameObject.SetActive(Input.GetButton("Map")); //大地图显示由Map键控制

        bool wasGrounded = m_Grounded;//判断过去一次刷新中玩家是否在地面上
        bool loosedGrounding = false;//不在地面

        //we define our own grounded and not use the Character controller one as the character controller can flicker
        //between grounded/not grounded on small step and the like. So we actually make the controller "not grounded" only
        //if the character controller reported not being grounded for at least .5 second;
        //我们定义自己的接地,不使用角色控制器,因为角色控制器会闪烁
        //在接地/不接地小台阶等之间。所以我们实际上只让控制器“不接地”
        //如果角色控制器报告至少0.5秒没有接地;

        if (!m_CharacterController.isGrounded)//角色控制器的不在地面
        {
            if (m_Grounded)//当前状态在地上
            {
                m_GroundedTimer += Time.deltaTime;//计算在空中上的时间
                if (m_GroundedTimer >= 0.5f)
                {
                    loosedGrounding = true;//设置当前状态是在空中
                    m_Grounded = false;
                }
            }
        }
        else
        {
            m_GroundedTimer = 0.0f;
            m_Grounded = true;
        }


        Speed = 0;
        Vector3 move = Vector3.zero;
        if (!m_IsPaused && !LockControl)//没有按下按钮,并且没有锁定控制
        {
            // Jump (we do it first as 
            if (m_Grounded && Input.GetButtonDown("Jump"))//在地上并且按下Jump键
            {
                m_VerticalSpeed = JumpSpeed;//垂直速度升级为5
                m_Grounded = false;//没在地上
                loosedGrounding = true;//在空中
                FootstepPlayer.PlayClip(JumpingAudioCLip, 0.8f,1.1f);//播放音效
            }
            //判断是否在奔跑中,如果当前武器的状态等于等待,而且按下了奔跑键
            bool running = m_Weapons[m_CurrentWeapon].CurrentState == Weapon.WeaponState.Idle && Input.GetButton("Run");
            float actualSpeed = running ? RunningSpeed : PlayerSpeed;//设置当前的实际速度,

            if (loosedGrounding)//在空中也会到受到是否在奔跑的影响
            {
                m_SpeedAtJump = actualSpeed;
            }

            // Move around with WASD
            move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxisRaw("Vertical"));//控制移动向量
            if (move.sqrMagnitude > 1.0f)//当前移动向量平方长度大于1,就归一化,禁止其大于1
                move.Normalize();

            float usedSpeed = m_Grounded ? actualSpeed : m_SpeedAtJump;//当前使用的速度,在地上就使用实际速度,在空中就是用跳跃速度
            
            move = move * usedSpeed * Time.deltaTime;//移动向量
            
            move = transform.TransformDirection(move);//将移动向量转为世界坐标轴
            m_CharacterController.Move(move);//开始移动
            
            // Turn player
            float turnPlayer =  Input.GetAxis("Mouse X") * MouseSensitivity;//灵敏度控制,并获取他的鼠标当前X轴翻转的角度,也就是偏航角
            m_HorizontalAngle = m_HorizontalAngle + turnPlayer;//获取到当前的角度
            //控制其横向角度在0到360之间
            if (m_HorizontalAngle > 360) m_HorizontalAngle -= 360.0f;
            if (m_HorizontalAngle < 0) m_HorizontalAngle += 360.0f;
            
            Vector3 currentAngles = transform.localEulerAngles;//获取到当前的角度
            currentAngles.y = m_HorizontalAngle;//将y轴旋转度数设置为当前鼠标的实际旋转角度
            transform.localEulerAngles = currentAngles;//

            // Camera look up/down
            var turnCam = -Input.GetAxis("Mouse Y");//控制镜头上下的
            turnCam = turnCam * MouseSensitivity;
            m_VerticalAngle = Mathf.Clamp(turnCam + m_VerticalAngle, -89.0f, 89.0f);//将值限定在-89到89度之间,防止出现
            currentAngles = CameraPosition.transform.localEulerAngles;
            currentAngles.x = m_VerticalAngle;
            CameraPosition.transform.localEulerAngles = currentAngles;
  
            //判断当前武器是否开火
            m_Weapons[m_CurrentWeapon].triggerDown = Input.GetMouseButton(0);

            Speed = move.magnitude / (PlayerSpeed * Time.deltaTime);

            if (Input.GetButton("Reload"))//重新加载
                m_Weapons[m_CurrentWeapon].Reload();

            if (Input.GetAxis("Mouse ScrollWheel") < 0)//就是鼠标中键滑动控制武器
            {
                ChangeWeapon(m_CurrentWeapon - 1);
            }
            else if (Input.GetAxis("Mouse ScrollWheel") > 0)
            {
                ChangeWeapon(m_CurrentWeapon + 1);
            }
            
            //Key input to change weapon

            for (int i = 0; i < 10; ++i)//数字键快速切换当前武器
            {
                if (Input.GetKeyDown(KeyCode.Alpha0 + i))
                {
                    int num = 0;
                    if (i == 0)
                        num = 10;
                    else
                        num = i - 1;

                    if (num < m_Weapons.Count)
                    {
                        ChangeWeapon(num);
                    }
                }
            }
        }

        // Fall down / gravity
        m_VerticalSpeed = m_VerticalSpeed - 10.0f * Time.deltaTime;//计算当前重力
        if (m_VerticalSpeed < -10.0f)//最大重力为-10
            m_VerticalSpeed = -10.0f; // max fall speed
        var verticalMove = new Vector3(0, m_VerticalSpeed * Time.deltaTime, 0);
        var flag = m_CharacterController.Move(verticalMove);//施加重力

        if ((flag & CollisionFlags.Below) != 0)//到地面了
            m_VerticalSpeed = 0;

        if (!wasGrounded && m_Grounded)//落地时播放音效
        {
            FootstepPlayer.PlayClip(LandingAudioClip, 0.8f,1.1f);
        }
    }

    public void DisplayCursor(bool display)//是否隐藏鼠标
    {
        m_IsPaused = display;
        Cursor.lockState = display ? CursorLockMode.None : CursorLockMode.Locked;
        Cursor.visible = display;
    }

    void PickupWeapon(Weapon prefab)//拾捡武器
    {
        //TODO : maybe find a better way than comparing name...
        if (m_Weapons.Exists(weapon => weapon.name == prefab.name))//以及有了该武器
        {//if we already have that weapon, grant a clip size of the ammo type instead
            ChangeAmmo(prefab.ammoType, prefab.clipSize);//就刷新弹药量
        }
        else//否则就创建一把新的武器
        {
            var w = Instantiate(prefab, WeaponPosition, false);
            w.name = prefab.name;
            w.transform.localPosition = Vector3.zero;
            w.transform.localRotation = Quaternion.identity;
            w.gameObject.SetActive(false);//不显示
            
            w.PickedUp(this);//将这个武器的归属权给予玩家
            
            m_Weapons.Add(w);//武器列表增加
        }
    }

    void ChangeWeapon(int number)//根据索引值改变武器
    {
        if (m_CurrentWeapon != -1)
        {
            m_Weapons[m_CurrentWeapon].PutAway();//初始化
            m_Weapons[m_CurrentWeapon].gameObject.SetActive(false);//设置为不可见
        }

        m_CurrentWeapon = number;//设置当前武器
        //控制其不会超出范围
        if (m_CurrentWeapon < 0)
            m_CurrentWeapon = m_Weapons.Count - 1;
        else if (m_CurrentWeapon >= m_Weapons.Count)
            m_CurrentWeapon = 0;
        //显示武器
        m_Weapons[m_CurrentWeapon].gameObject.SetActive(true);
        m_Weapons[m_CurrentWeapon].Selected();//设置当前武器已被选择
    }

    public int GetAmmo(int ammoType)//获取弹药量
    {
        int value = 0;
        m_AmmoInventory.TryGetValue(ammoType, out value);//从玩家的弹药仓库里面去获取该武器的总弹药量

        return value;
    }

    public void ChangeAmmo(int ammoType, int amount)//改变弹药数量,通过弹药类型和数量
    {
        if (!m_AmmoInventory.ContainsKey(ammoType))//判断是否有这个类型的弹药
            m_AmmoInventory[ammoType] = 0;

        var previous = m_AmmoInventory[ammoType];
        m_AmmoInventory[ammoType] = Mathf.Clamp(m_AmmoInventory[ammoType] + amount, 0, 999);//限制最小量与最大量

        if (m_Weapons[m_CurrentWeapon].ammoType == ammoType)
        {
            if (previous == 0 && amount > 0)//如果仓库中没有弹药了,却要切换,就隐藏该武器
            {//we just grabbed ammo for a weapon that add non left, so it's disabled right now. Reselect it.
                m_Weapons[m_CurrentWeapon].Selected();//判断当前武器的状态
            }
            
            WeaponInfoUI.Instance.UpdateAmmoAmount(GetAmmo(ammoType));//刷新弹药量
        }
    }

    public void PlayFootstep()//播放音效
    {
        FootstepPlayer.PlayRandom();
    }
}

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