using System.Numerics; using TreeEditor; using UnityEngine; using Quaternion = UnityEngine.Quaternion; using Vector3 = UnityEngine.Vector3; public class PlayerController : MonoBehaviour { [SerializeField] float _speed = 10.0f; bool _moveToDest = false; private Vector3 _destPos; void Start() { Managers.Input.KeytAction -= OnKyeboard; Managers.Input.KeytAction += OnKyeboard; Managers.Input.MouseAction -= OnMouseClicked; Managers.Input.MouseAction += OnMouseClicked; } void Update() { if (_moveToDest) { Vector3 dir = _destPos - transform.position; if (dir.magnitude < 0.0001f) { _moveToDest = false; } else { float moveDist = Mathf.Clamp(_speed * Time.deltaTime, 0, dir.magnitude); transform.position += dir.normalized * moveDist; transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(dir), 20 * Time.deltaTime); // transform.LookAt(_destPos); } } } void OnKyeboard() { if (Input.GetKey(KeyCode.W)) { transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.forward), 0.2f); transform.position += (Vector3.forward * Time.deltaTime * _speed); } if (Input.GetKey(KeyCode.S)) { transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.back), 0.2f); transform.position += (Vector3.back * Time.deltaTime * _speed); } if (Input.GetKey(KeyCode.A)) { transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.left), 0.2f); transform.position += (Vector3.left * Time.deltaTime * _speed); } if (Input.GetKey(KeyCode.D)) { transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.right), 0.2f); transform.position += (Vector3.right * Time.deltaTime * _speed); } _moveToDest = false; } void OnMouseClicked(Define.MouseEvent evt) { if (evt != Define.MouseEvent.Click) { return; } Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); Debug.DrawRay(Camera.main.transform.position, ray.direction * 100.0f, Color.red, 1.0f); RaycastHit hit; if(Physics.Raycast(ray, out hit, 100.0f, LayerMask.GetMask("Wall"))); { _destPos = hit.point; _moveToDest = true; // Debug.Log($"Raycast Camera @ {hit.collider.gameObject.tag}"); } } }