代码源自噩梦射手,记录一下方便后续使用,顺便将老师的解释给备注上去_(:з」∠)_

 using UnityEngine;
using UnitySampleAssets.CrossPlatformInput; namespace CompleteProject
{
public class PlayerMovement : MonoBehaviour
{
public float speed = 6f; // The speed that the player will move at. Vector3 movement; // The vector to store the direction of the player's movement.
Animator anim; // Reference to the animator component.
Rigidbody playerRigidbody; // Reference to the player's rigidbody.
#if !MOBILE_INPUT
int floorMask; // A layer mask so that a ray can be cast just at gameobjects on the floor layer.
float camRayLength = 100f; // The length of the ray from the camera into the scene.
#endif void Awake ()
{
#if !MOBILE_INPUT
// Create a layer mask for the floor layer.
floorMask = LayerMask.GetMask ("Floor");
#endif // Set up references.
anim = GetComponent <Animator> ();
playerRigidbody = GetComponent <Rigidbody> ();
} void FixedUpdate ()
{
// Store the input axes.
float h = CrossPlatformInputManager.GetAxisRaw("Horizontal");
float v = CrossPlatformInputManager.GetAxisRaw("Vertical"); // Move the player around the scene.移动物体
Move (h, v); // Turn the player to face the mouse cursor.转动物体
Turning (); // Animate the player.动画物体
Animating (h, v);
} void Move (float h, float v)
{
// Set the movement vector based on the axis input.
movement.Set (h, 0f, v); // Normalise the movement vector and make it proportional to the speed per second.
//归一化,为了保持在不同cpu上,每秒走的速度是一样的
movement = movement.normalized * speed * Time.deltaTime; // Move the player to it's current position plus the movement.
playerRigidbody.MovePosition (transform.position + movement);
} void Turning ()
{
#if !MOBILE_INPUT
// Create a ray from the mouse cursor on screen in the direction of the camera.
     //知道这一帧鼠标点在哪里
//怎么从鼠标的屏幕空间点直接得到射线
Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition); // Create a RaycastHit variable to store information about what was hit by the ray.
RaycastHit floorHit; // Perform the raycast and if it hits something on the floor layer...
if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask))
{
// Create a vector from the player to the point on the floor the raycast from the mouse hit.
            //得到一条从玩家到鼠标的有方向的射线
Vector3 playerToMouse = floorHit.point - transform.position; // Ensure the vector is entirely along the floor plane.
playerToMouse.y = 0f; // Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
// 得到一个playerToMouse射线的四元数(四元数是啥可以百度一下)
Quaternion newRotatation = Quaternion.LookRotation (playerToMouse); // Set the player's rotation to this new rotation.
            //就可以将人物转向新的方向了
playerRigidbody.MoveRotation (newRotatation);
}
#else Vector3 turnDir = new Vector3(CrossPlatformInputManager.GetAxisRaw("Mouse X") , 0f , CrossPlatformInputManager.GetAxisRaw("Mouse Y")); if (turnDir != Vector3.zero)
{
// Create a vector from the player to the point on the floor the raycast from the mouse hit.
Vector3 playerToMouse = (transform.position + turnDir) - transform.position; // Ensure the vector is entirely along the floor plane.
playerToMouse.y = 0f; // Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
Quaternion newRotatation = Quaternion.LookRotation(playerToMouse); // Set the player's rotation to this new rotation.
playerRigidbody.MoveRotation(newRotatation);
}
#endif
} void Animating (float h, float v)
{
// Create a boolean that is true if either of the input axes is non-zero.
         // 创建一个布尔值判断键盘是否有输入值
bool walking = h != 0f || v != 0f; // Tell the animator whether or not the player is walking.
          //告诉animator人物是否在走动,walking为true时,玩家从静止动画到走动动画,为false反之
anim.SetBool ("IsWalking", walking);
}
}
}

玩家动画状态机设置

创建一个Animator Controller

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