修复打靶场射击链路:发射源/玩家控制走 primary 相机实体
- TestShoot 发射源从 EditorCamera(视口 UI 状态,PIE 渲染不用它) 改为绑定实体位姿,挂 primary 相机实体即第一人称枪口; 仅光标捕捉态开火,防编辑器交互误射 - 新增 PlayerController:FPS 控制(鼠标捕捉/Esc 释放/点视口重捕、 yaw+pitch 转向、WASD+Space/Ctrl 移动+Shift 加速),驱动 primary 相机实体 Transform,PIE 所见即玩家所见 - 靶子/碎片玻璃 alpha 0.42/0.45→0.85、自发光 2→3:低不透明度在 亮背景下靶子几乎隐形(用户误认 HUD 横条为靶子)
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@@ -57,11 +57,13 @@ namespace {
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void OnCollisionEnter(u32 other, const glm::vec3& point,
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const glm::vec3& normal) override {
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// 玻璃外观:半透明 + 靶色自发光(Fire 前套用,碎片沿用;
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// 每次覆写代价可忽略,且吃 Inspector 实时改色)
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m_Burst.look.baseColor = glm::vec4{m_Color, 0.45f};
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// 每次覆写代价可忽略,且吃 Inspector 实时改色)。
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// alpha 0.85(与靶体 BuildGlassCube 同步:0.45 时代碎片
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// 在亮背景里几乎隐形)
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m_Burst.look.baseColor = glm::vec4{m_Color, 0.85f};
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m_Burst.look.transparent = true;
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m_Burst.look.emissive = m_Color * 0.7f;
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m_Burst.look.emissiveStrength = 2.0f;
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m_Burst.look.emissiveStrength = 3.0f;
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if (m_Burst.TryFire(HV(), other, point, normal)) {
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ReportScore();
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