Unity3D 第一人称控制器 C#脚本
- CharacterMotor.cs
- using UnityEngine;
- using System.Collections;
- /**
- * @Author : www.xuanyusong.com
- */
- [RequireComponent(typeof(CharacterController))]
- [AddComponentMenu("Character/Character Motor")]
- public class CharacterMotor : MonoBehaviour {
- // Does this script currently respond to input?
- public bool canControl = true;
- public bool useFixedUpdate = true;
- // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
- // Very handy for organization!
- // The current global direction we want the character to move in.
- [System.NonSerialized]
- public Vector3 inputMoveDirection = Vector3.zero;
- // Is the jump button held down? We use this interface instead of checking
- // for the jump button directly so this script can also be used by AIs.
- [System.NonSerialized]
- public bool inputJump = false;
- [System.Serializable]
- public class CharacterMotorMovement
- {
- // The maximum horizontal speed when moving
- public float maxForwardSpeed = 10.0f;
- public float maxSidewaysSpeed = 10.0f;
- public float maxBackwardsSpeed = 10.0f;
- // Curve for multiplying speed based on slope (negative = downwards)
- public AnimationCurve slopeSpeedMultiplier = new AnimationCurve(new Keyframe(-, ), new Keyframe(, ), new Keyframe(, ));
- // How fast does the character change speeds? Higher is faster.
- public float maxGroundAcceleration = 30.0f;
- public float maxAirAcceleration = 20.0f;
- // The gravity for the character
- public float gravity = 10.0f;
- public float maxFallSpeed = 20.0f;
- // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
- // Very handy for organization!
- // The last collision flags returned from controller.Move
- [System.NonSerialized]
- public CollisionFlags collisionFlags;
- // We will keep track of the character's current velocity,
- [System.NonSerialized]
- public Vector3 velocity;
- // This keeps track of our current velocity while we're not grounded
- [System.NonSerialized]
- public Vector3 frameVelocity = Vector3.zero;
- [System.NonSerialized]
- public Vector3 hitPoint = Vector3.zero;
- [System.NonSerialized]
- public Vector3 lastHitPoint = new Vector3(Mathf.Infinity, , );
- }
- public CharacterMotorMovement movement = new CharacterMotorMovement();
- public enum MovementTransferOnJump {
- None, // The jump is not affected by velocity of floor at all.
- InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.
- PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.
- PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.
- }
- // We will contain all the jumping related variables in one helper class for clarity.
- [System.Serializable]
- public class CharacterMotorJumping {
- // Can the character jump?
- public bool enabled = true;
- // How high do we jump when pressing jump and letting go immediately
- public float baseHeight = 1.0f;
- // We add extraHeight units (meters) on top when holding the button down longer while jumping
- public float extraHeight = 4.1f;
- // How much does the character jump out perpendicular to the surface on walkable surfaces?
- // 0 means a fully vertical jump and 1 means fully perpendicular.
- public float perpAmount = 0.0f;
- // How much does the character jump out perpendicular to the surface on too steep surfaces?
- // 0 means a fully vertical jump and 1 means fully perpendicular.
- public float steepPerpAmount = 0.5f;
- // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
- // Very handy for organization!
- // Are we jumping? (Initiated with jump button and not grounded yet)
- // To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.
- [System.NonSerialized]
- public bool jumping = false;
- [System.NonSerialized]
- public bool holdingJumpButton = false;
- // the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
- [System.NonSerialized]
- public float lastStartTime = 0.0f;
- [System.NonSerialized]
- public float lastButtonDownTime = -100f;
- [System.NonSerialized]
- public Vector3 jumpDir = Vector3.up;
- }
- public CharacterMotorJumping jumping = new CharacterMotorJumping();
- [System.Serializable]
- public class CharacterMotorMovingPlatform {
- public bool enabled = true;
- public MovementTransferOnJump movementTransfer = MovementTransferOnJump.PermaTransfer;
- [System.NonSerialized]
- public Transform hitPlatform;
- [System.NonSerialized]
- public Transform activePlatform;
- [System.NonSerialized]
- public Vector3 activeLocalPoint;
- [System.NonSerialized]
- public Vector3 activeGlobalPoint;
- [System.NonSerialized]
- public Quaternion activeLocalRotation;
- [System.NonSerialized]
- public Quaternion activeGlobalRotation;
- [System.NonSerialized]
- public Matrix4x4 lastMatrix;
- [System.NonSerialized]
- public Vector3 platformVelocity;
- [System.NonSerialized]
- public bool newPlatform;
- }
- public CharacterMotorMovingPlatform movingPlatform = new CharacterMotorMovingPlatform();
- [System.Serializable]
- public class CharacterMotorSliding {
- // Does the character slide on too steep surfaces?
- public bool enabled = true;
- // How fast does the character slide on steep surfaces?
- public float slidingSpeed = 15f;
- // How much can the player control the sliding direction?
- // If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.
- public float sidewaysControl = 1.0f;
- // How much can the player influence the sliding speed?
- // If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.
- public float speedControl = 0.4f;
- }
- public CharacterMotorSliding sliding = new CharacterMotorSliding();
- [System.NonSerialized]
- public bool grounded = true;
- [System.NonSerialized]
- public Vector3 groundNormal = Vector3.zero;
- private Vector3 lastGroundNormal = Vector3.zero;
- private Transform tr;
- private CharacterController controller ;
- void Awake () {
- controller = GetComponent <CharacterController>();
- tr = transform;
- }
- private void UpdateFunction () {
- // We copy the actual velocity into a temporary variable that we can manipulate.
- Vector3 velocity = movement.velocity;
- // Update velocity based on input
- velocity = ApplyInputVelocityChange(velocity);
- // Apply gravity and jumping force
- velocity = ApplyGravityAndJumping (velocity);
- // Moving platform support
- Vector3 moveDistance = Vector3.zero;
- if (MoveWithPlatform()) {
- Vector3 newGlobalPoint = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
- moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
- if (moveDistance != Vector3.zero)
- controller.Move(moveDistance);
- // Support moving platform rotation as well:
- Quaternion newGlobalRotation = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
- Quaternion rotationDiff = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
- var yRotation = rotationDiff.eulerAngles.y;
- if (yRotation != ) {
- // Prevent rotation of the local up vector
- tr.Rotate(, yRotation, );
- }
- }
- // Save lastPosition for velocity calculation.
- Vector3 lastPosition = tr.position;
- // We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this.
- Vector3 currentMovementOffset = velocity * Time.deltaTime;
- // Find out how much we need to push towards the ground to avoid loosing grouning
- // when walking down a step or over a sharp change in slope.
- float pushDownOffset = Mathf.Max(controller.stepOffset, new Vector3(currentMovementOffset.x, , currentMovementOffset.z).magnitude);
- if (grounded)
- currentMovementOffset -= pushDownOffset * Vector3.up;
- // Reset variables that will be set by collision function
- movingPlatform.hitPlatform = null;
- groundNormal = Vector3.zero;
- // Move our character!
- movement.collisionFlags = controller.Move (currentMovementOffset);
- movement.lastHitPoint = movement.hitPoint;
- lastGroundNormal = groundNormal;
- if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) {
- if (movingPlatform.hitPlatform != null) {
- movingPlatform.activePlatform = movingPlatform.hitPlatform;
- movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
- movingPlatform.newPlatform = true;
- }
- }
- // Calculate the velocity based on the current and previous position.
- // This means our velocity will only be the amount the character actually moved as a result of collisions.
- Vector3 oldHVelocity = new Vector3(velocity.x, , velocity.z);
- movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
- Vector3 newHVelocity = new Vector3(movement.velocity.x, , movement.velocity.z);
- // The CharacterController can be moved in unwanted directions when colliding with things.
- // We want to prevent this from influencing the recorded velocity.
- if (oldHVelocity == Vector3.zero) {
- movement.velocity = new Vector3(, movement.velocity.y, );
- }
- else {
- float projectedNewVelocity = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;
- movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;
- }
- if (movement.velocity.y < velocity.y - 0.001) {
- if (movement.velocity.y < ) {
- // Something is forcing the CharacterController down faster than it should.
- // Ignore this
- movement.velocity.y = velocity.y;
- }
- else {
- // The upwards movement of the CharacterController has been blocked.
- // This is treated like a ceiling collision - stop further jumping here.
- jumping.holdingJumpButton = false;
- }
- }
- // We were grounded but just loosed grounding
- if (grounded && !IsGroundedTest()) {
- grounded = false;
- // Apply inertia from platform
- if (movingPlatform.enabled &&
- (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
- movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
- ) {
- movement.frameVelocity = movingPlatform.platformVelocity;
- movement.velocity += movingPlatform.platformVelocity;
- }
- SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);
- // We pushed the character down to ensure it would stay on the ground if there was any.
- // But there wasn't so now we cancel the downwards offset to make the fall smoother.
- tr.position += pushDownOffset * Vector3.up;
- }
- // We were not grounded but just landed on something
- else if (!grounded && IsGroundedTest()) {
- grounded = true;
- jumping.jumping = false;
- SubtractNewPlatformVelocity();
- SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
- }
- // Moving platforms support
- if (MoveWithPlatform()) {
- // Use the center of the lower half sphere of the capsule as reference point.
- // This works best when the character is standing on moving tilting platforms.
- movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5f + controller.radius);
- movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
- // Support moving platform rotation as well:
- movingPlatform.activeGlobalRotation = tr.rotation;
- movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation;
- }
- }
- void FixedUpdate () {
- if (movingPlatform.enabled) {
- if (movingPlatform.activePlatform != null) {
- if (!movingPlatform.newPlatform) {
- Vector3 lastVelocity = movingPlatform.platformVelocity;
- movingPlatform.platformVelocity = (
- movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
- - movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
- ) / Time.deltaTime;
- }
- movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
- movingPlatform.newPlatform = false;
- }
- else {
- movingPlatform.platformVelocity = Vector3.zero;
- }
- }
- if (useFixedUpdate)
- UpdateFunction();
- }
- void Update () {
- if (!useFixedUpdate)
- UpdateFunction();
- }
- private Vector3 ApplyInputVelocityChange (Vector3 velocity) {
- if (!canControl)
- inputMoveDirection = Vector3.zero;
- // Find desired velocity
- Vector3 desiredVelocity;
- if (grounded && TooSteep()) {
- // The direction we're sliding in
- desiredVelocity = new Vector3(groundNormal.x, , groundNormal.z).normalized;
- // Find the input movement direction projected onto the sliding direction
- var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);
- // Add the sliding direction, the spped control, and the sideways control vectors
- desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;
- // Multiply with the sliding speed
- desiredVelocity *= sliding.slidingSpeed;
- }
- else
- desiredVelocity = GetDesiredHorizontalVelocity();
- if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {
- desiredVelocity += movement.frameVelocity;
- desiredVelocity.y = ;
- }
- if (grounded)
- desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
- else
- velocity.y = ;
- // Enforce max velocity change
- float maxVelocityChange = GetMaxAcceleration(grounded) * Time.deltaTime;
- Vector3 velocityChangeVector = (desiredVelocity - velocity);
- if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {
- velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;
- }
- // If we're in the air and don't have control, don't apply any velocity change at all.
- // If we're on the ground and don't have control we do apply it - it will correspond to friction.
- if (grounded || canControl)
- velocity += velocityChangeVector;
- if (grounded) {
- // When going uphill, the CharacterController will automatically move up by the needed amount.
- // Not moving it upwards manually prevent risk of lifting off from the ground.
- // When going downhill, DO move down manually, as gravity is not enough on steep hills.
- velocity.y = Mathf.Min(velocity.y, );
- }
- return velocity;
- }
- private Vector3 ApplyGravityAndJumping (Vector3 velocity) {
- if (!inputJump || !canControl) {
- jumping.holdingJumpButton = false;
- jumping.lastButtonDownTime = -;
- }
- if (inputJump && jumping.lastButtonDownTime < && canControl)
- jumping.lastButtonDownTime = Time.time;
- if (grounded)
- velocity.y = Mathf.Min(, velocity.y) - movement.gravity * Time.deltaTime;
- else {
- velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
- // When jumping up we don't apply gravity for some time when the user is holding the jump button.
- // This gives more control over jump height by pressing the button longer.
- if (jumping.jumping && jumping.holdingJumpButton) {
- // Calculate the duration that the extra jump force should have effect.
- // If we're still less than that duration after the jumping time, apply the force.
- if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {
- // Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.
- velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;
- }
- }
- // Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
- velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);
- }
- if (grounded) {
- // Jump only if the jump button was pressed down in the last 0.2 seconds.
- // We use this check instead of checking if it's pressed down right now
- // because players will often try to jump in the exact moment when hitting the ground after a jump
- // and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,
- // it's confusing and it feels like the game is buggy.
- if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) {
- grounded = false;
- jumping.jumping = true;
- jumping.lastStartTime = Time.time;
- jumping.lastButtonDownTime = -;
- jumping.holdingJumpButton = true;
- // Calculate the jumping direction
- if (TooSteep())
- jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);
- else
- jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
- // Apply the jumping force to the velocity. Cancel any vertical velocity first.
- velocity.y = ;
- velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);
- // Apply inertia from platform
- if (movingPlatform.enabled &&
- (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
- movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
- ) {
- movement.frameVelocity = movingPlatform.platformVelocity;
- velocity += movingPlatform.platformVelocity;
- }
- SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);
- }
- else {
- jumping.holdingJumpButton = false;
- }
- }
- return velocity;
- }
- void OnControllerColliderHit (ControllerColliderHit hit) {
- if (hit.normal.y > && hit.normal.y > groundNormal.y && hit.moveDirection.y < ) {
- if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
- groundNormal = hit.normal;
- else
- groundNormal = lastGroundNormal;
- movingPlatform.hitPlatform = hit.collider.transform;
- movement.hitPoint = hit.point;
- movement.frameVelocity = Vector3.zero;
- }
- }
- private IEnumerator SubtractNewPlatformVelocity () {
- // When landing, subtract the velocity of the new ground from the character's velocity
- // since movement in ground is relative to the movement of the ground.
- if (movingPlatform.enabled &&
- (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
- movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
- ) {
- // If we landed on a new platform, we have to wait for two FixedUpdates
- // before we know the velocity of the platform under the character
- if (movingPlatform.newPlatform) {
- Transform platform = movingPlatform.activePlatform;
- yield return new WaitForFixedUpdate();
- yield return new WaitForFixedUpdate();
- if (grounded && platform == movingPlatform.activePlatform)
- yield return ;
- }
- movement.velocity -= movingPlatform.platformVelocity;
- }
- }
- private bool MoveWithPlatform () {
- return (
- movingPlatform.enabled
- && (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
- && movingPlatform.activePlatform != null
- );
- }
- private Vector3 GetDesiredHorizontalVelocity () {
- // Find desired velocity
- Vector3 desiredLocalDirection = tr.InverseTransformDirection(inputMoveDirection);
- float maxSpeed = MaxSpeedInDirection(desiredLocalDirection);
- if (grounded) {
- // Modify max speed on slopes based on slope speed multiplier curve
- var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y) * Mathf.Rad2Deg;
- maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
- }
- return tr.TransformDirection(desiredLocalDirection * maxSpeed);
- }
- private Vector3 AdjustGroundVelocityToNormal (Vector3 hVelocity, Vector3 groundNormal) {
- Vector3 sideways = Vector3.Cross(Vector3.up, hVelocity);
- return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
- }
- private bool IsGroundedTest () {
- return (groundNormal.y > 0.01);
- }
- float GetMaxAcceleration (bool grounded) {
- // Maximum acceleration on ground and in air
- if (grounded)
- return movement.maxGroundAcceleration;
- else
- return movement.maxAirAcceleration;
- }
- float CalculateJumpVerticalSpeed (float targetJumpHeight) {
- // From the jump height and gravity we deduce the upwards speed
- // for the character to reach at the apex.
- return Mathf.Sqrt ( * targetJumpHeight * movement.gravity);
- }
- bool IsJumping () {
- return jumping.jumping;
- }
- bool IsSliding () {
- return (grounded && sliding.enabled && TooSteep());
- }
- bool IsTouchingCeiling () {
- return (movement.collisionFlags & CollisionFlags.CollidedAbove) != ;
- }
- bool IsGrounded () {
- return grounded;
- }
- bool TooSteep () {
- return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
- }
- Vector3 GetDirection () {
- return inputMoveDirection;
- }
- void SetControllable (bool controllable) {
- canControl = controllable;
- }
- // Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.
- // The function returns the length of the resulting vector.
- float MaxSpeedInDirection (Vector3 desiredMovementDirection) {
- if (desiredMovementDirection == Vector3.zero)
- return ;
- else {
- float zAxisEllipseMultiplier = (desiredMovementDirection.z > ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
- Vector3 temp = new Vector3(desiredMovementDirection.x, , desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
- float length = new Vector3(temp.x, , temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
- return length;
- }
- }
- void SetVelocity (Vector3 velocity) {
- grounded = false;
- movement.velocity = velocity;
- movement.frameVelocity = Vector3.zero;
- SendMessage("OnExternalVelocity");
- }
- // Require a character controller to be attached to the same game object
- //@script RequireComponent (CharacterController)
- //@script AddComponentMenu ("Character/Character Motor")
- }
- FPSInputController.cs 内涵双摇杆控制脚本,请注意
- using UnityEngine;
- using System.Collections;
- /**
- * @Author : www.xuanyusong.com
- */
- [RequireComponent(typeof(CharacterMotor))]
- [AddComponentMenu("Character/FPS Input Controller")]
- public class FPSInputController : MonoBehaviour {
- private CharacterMotor motor ;
- // Use this for initialization
- void Awake () {
- motor = GetComponent<CharacterMotor>();
- }
- // Update is called once per frame
- void Update ()
- {
- keyMove ();
- //joyMove ();
- }
- void joyMove()
- {
- Vector2 getPosition = gameObject.GetComponent<JoyStick>().getPositions();
- // Get the input vector from kayboard or analog stick
- Vector3 directionVector = new Vector3(getPosition.y, , getPosition.x);
- if (directionVector != Vector3.zero) {
- // Get the length of the directon vector and then normalize it
- // Dividing by the length is cheaper than normalizing when we already have the length anyway
- var directionLength = directionVector.magnitude;
- directionVector = directionVector / directionLength;
- // Make sure the length is no bigger than 1
- directionLength = Mathf.Min(, directionLength);
- // Make the input vector more sensitive towards the extremes and less sensitive in the middle
- // This makes it easier to control slow speeds when using analog sticks
- directionLength = directionLength * directionLength;
- // Multiply the normalized direction vector by the modified length
- directionVector = directionVector * directionLength;
- }
- // Apply the direction to the CharacterMotor
- motor.inputMoveDirection = transform.rotation * directionVector;
- //motor.inputJump = Input.GetButton("Jump");
- }
- void keyMove()
- {
- // Get the input vector from kayboard or analog stick
- Vector3 directionVector = new Vector3(Input.GetAxis("Horizontal"), , Input.GetAxis("Vertical"));
- if (directionVector != Vector3.zero) {
- // Get the length of the directon vector and then normalize it
- // Dividing by the length is cheaper than normalizing when we already have the length anyway
- var directionLength = directionVector.magnitude;
- directionVector = directionVector / directionLength;
- // Make sure the length is no bigger than 1
- directionLength = Mathf.Min(, directionLength);
- // Make the input vector more sensitive towards the extremes and less sensitive in the middle
- // This makes it easier to control slow speeds when using analog sticks
- directionLength = directionLength * directionLength;
- // Multiply the normalized direction vector by the modified length
- directionVector = directionVector * directionLength;
- }
- // Apply the direction to the CharacterMotor
- motor.inputMoveDirection = transform.rotation * directionVector;
- motor.inputJump = Input.GetButton("Jump");
- }
- }
- MouseLook.cs
- 内涵双摇杆控制脚本,请注意
- using System.Collections;
- /// MouseLook rotates the transform based on the mouse delta.
- /// Minimum and Maximum values can be used to constrain the possible rotation
- /// To make an FPS style character:
- /// - Create a capsule.
- /// - Add the MouseLook script to the capsule.
- /// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
- /// - Add FPSInputController script to the capsule
- /// -> A CharacterMotor and a CharacterController component will be automatically added.
- /// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
- /// - Add a MouseLook script to the camera.
- /// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
- [AddComponentMenu("Camera-Control/Mouse Look")]
- public class MouseLook : MonoBehaviour {
- public enum RotationAxes { MouseXAndY = , MouseX = , MouseY = }
- public RotationAxes axes = RotationAxes.MouseXAndY;
- public float sensitivityX = 15F;
- public float sensitivityY = 15F;
- public float minimumX = -360F;
- public float maximumX = 360F;
- public float minimumY = -60F;
- public float maximumY = 60F;
- float rotationY = 0F;
- void Update ()
- {mouseMove ();
- //joyMove2();
- }
- void joyMove2()
- {
- if (axes == RotationAxes.MouseXAndY)
- {
- Vector2 getPosition = gameObject.GetComponent<JoyStick>().getPositions();
- float rotationX = transform.localEulerAngles.y + getPosition.x * sensitivityX;
- rotationY += getPosition.y * sensitivityY;
- rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
- transform.localEulerAngles = new Vector3(-rotationY, rotationX, );
- }
- else if (axes == RotationAxes.MouseX)
- {
- Vector2 getPosition = transform.FindChild("Main Camera").GetComponent<JoyStick>().getPositions();
- transform.Rotate(, getPosition.x * sensitivityX, );
- }
- else
- {
- Vector2 getPosition = gameObject.GetComponent<JoyStick>().getPositions();
- rotationY += getPosition.y * sensitivityY;
- rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
- transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, );
- }
- }
- void mouseMove()
- {if (axes == RotationAxes.MouseXAndY)
- {
- float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
- rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
- rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
- transform.localEulerAngles = new Vector3(-rotationY, rotationX, );
- }
- else if (axes == RotationAxes.MouseX)
- {
- transform.Rotate(, Input.GetAxis("Mouse X") * sensitivityX, );
- }
- else
- {
- rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
- rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
- transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, );
- }
- }
- void Start ()
- {
- // Make the rigid body not change rotation
- if (GetComponent<Rigidbody>())
- GetComponent<Rigidbody>().freezeRotation = true;
- }
- }
- PlatformInputController.cs
- using UnityEngine;
- using System.Collections;
- /**
- * @Author : www.xuanyusong.com
- */
- [RequireComponent(typeof(CharacterController))]
- [AddComponentMenu("Character/Platform Input Controller")]
- public class PlatformInputController : MonoBehaviour {
- public bool autoRotate = true;
- public float maxRotationSpeed = ;
- private CharacterMotor motor ;
- // Use this for initialization
- void Awake () {
- motor = GetComponent<CharacterMotor>();
- }
- // Update is called once per frame
- void Update () {
- // Get the input vector from kayboard or analog stick
- Vector3 directionVector = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), );
- if (directionVector != Vector3.zero) {
- // Get the length of the directon vector and then normalize it
- // Dividing by the length is cheaper than normalizing when we already have the length anyway
- var directionLength = directionVector.magnitude;
- directionVector = directionVector / directionLength;
- // Make sure the length is no bigger than 1
- directionLength = Mathf.Min(, directionLength);
- // Make the input vector more sensitive towards the extremes and less sensitive in the middle
- // This makes it easier to control slow speeds when using analog sticks
- directionLength = directionLength * directionLength;
- // Multiply the normalized direction vector by the modified length
- directionVector = directionVector * directionLength;
- }
- // Rotate the input vector into camera space so up is camera's up and right is camera's right
- directionVector = Camera.main.transform.rotation * directionVector;
- // Rotate input vector to be perpendicular to character's up vector
- var camToCharacterSpace = Quaternion.FromToRotation(-Camera.main.transform.forward, transform.up);
- directionVector = (camToCharacterSpace * directionVector);
- // Apply the direction to the CharacterMotor
- motor.inputMoveDirection = directionVector;
- motor.inputJump = Input.GetButton("Jump");
- // Set rotation to the move direction
- if (autoRotate && directionVector.sqrMagnitude > 0.01) {
- Vector3 newForward = ConstantSlerp(
- transform.forward,
- directionVector,
- maxRotationSpeed * Time.deltaTime
- );
- newForward = ProjectOntoPlane(newForward, transform.up);
- transform.rotation = Quaternion.LookRotation(newForward, transform.up);
- }
- }
- Vector3 ProjectOntoPlane (Vector3 v, Vector3 normal) {
- return v - Vector3.Project(v, normal);
- }
- Vector3 ConstantSlerp (Vector3 from, Vector3 to, float angle) {
- float value = Mathf.Min(, angle / Vector3.Angle(from, to));
- return Vector3.Slerp(from, to, value);
- }
- }
- ThirdPersonCamera.cs
- using UnityEngine;
- using System.Collections;
- /**
- * @Author : www.xuanyusong.com
- */
- public class ThirdPersonCamera : MonoBehaviour {
- public Transform cameraTransform;
- private Transform _target;
- public float distance = 7.0f;
- public float height = 3.0f;
- public float angularSmoothLag = 0.3f;
- public float angularMaxSpeed = 15.0f;
- public float heightSmoothLag = 0.3f;
- public float snapSmoothLag = 0.2f;
- public float snapMaxSpeed = 720.0f;
- public float clampHeadPositionScreenSpace = 0.75f;
- public float lockCameraTimeout = 0.2f;
- private Vector3 headOffset = Vector3.zero;
- private Vector3 centerOffset = Vector3.zero;
- private float heightVelocity = 0.0f;
- private float angleVelocity = 0.0f;
- private bool snap = false;
- private ThirdPersonController controller;
- private float targetHeight = 100000.0f;
- void Awake ()
- {
- if(!cameraTransform && Camera.main)
- cameraTransform = Camera.main.transform;
- if(!cameraTransform) {
- Debug.Log("Please assign a camera to the ThirdPersonCamera script.");
- enabled = false;
- }
- _target = transform;
- if (_target)
- {
- controller = _target.GetComponent<ThirdPersonController>();
- }
- if (controller)
- {
- CharacterController characterController = (CharacterController)_target.collider;
- centerOffset = characterController.bounds.center - _target.position;
- headOffset = centerOffset;
- headOffset.y = characterController.bounds.max.y - _target.position.y;
- }
- else
- Debug.Log("Please assign a target to the camera that has a ThirdPersonController script attached.");
- Cut(_target, centerOffset);
- }
- void DebugDrawStuff ()
- {
- Debug.DrawLine(_target.position, _target.position + headOffset);
- }
- float AngleDistance (float a , float b )
- {
- a = Mathf.Repeat(a, );
- b = Mathf.Repeat(b, );
- return Mathf.Abs(b - a);
- }
- void Apply (Transform dummyTarget, Vector3 dummyCenter)
- {
- // Early out if we don't have a target
- if (!controller)
- return;
- Vector3 targetCenter = _target.position + centerOffset;
- Vector3 targetHead = _target.position + headOffset;
- // DebugDrawStuff();
- // Calculate the current & target rotation angles
- float originalTargetAngle = _target.eulerAngles.y;
- float currentAngle = cameraTransform.eulerAngles.y;
- // Adjust real target angle when camera is locked
- float targetAngle = originalTargetAngle;
- // When pressing Fire2 (alt) the camera will snap to the target direction real quick.
- // It will stop snapping when it reaches the target
- if (Input.GetButton("Fire2"))
- snap = true;
- if (snap)
- {
- // We are close to the target, so we can stop snapping now!
- if (AngleDistance (currentAngle, originalTargetAngle) < 3.0)
- snap = false;
- currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, ref angleVelocity, snapSmoothLag, snapMaxSpeed);
- }
- // Normal camera motion
- else
- {
- if (controller.GetLockCameraTimer () < lockCameraTimeout)
- {
- targetAngle = currentAngle;
- }
- // Lock the camera when moving backwards!
- // * It is really confusing to do 180 degree spins when turning around.
- if (AngleDistance (currentAngle, targetAngle) > && controller.IsMovingBackwards ())
- targetAngle += ;
- currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, ref angleVelocity, angularSmoothLag, angularMaxSpeed);
- }
- // When jumping don't move camera upwards but only down!
- if (controller.IsJumping ())
- {
- // We'd be moving the camera upwards, do that only if it's really high
- float newTargetHeight = targetCenter.y + height;
- if (newTargetHeight < targetHeight || newTargetHeight - targetHeight > )
- targetHeight = targetCenter.y + height;
- }
- // When walking always update the target height
- else
- {
- targetHeight = targetCenter.y + height;
- }
- // Damp the height
- float currentHeight = cameraTransform.position.y;
- currentHeight = Mathf.SmoothDamp (currentHeight, targetHeight, ref heightVelocity, heightSmoothLag);
- // Convert the angle into a rotation, by which we then reposition the camera
- Quaternion currentRotation = Quaternion.Euler (, currentAngle, );
- // Set the position of the camera on the x-z plane to:
- // distance meters behind the target
- cameraTransform.position = targetCenter;
- cameraTransform.position += currentRotation * Vector3.back * distance;
- // Set the height of the camera
- cameraTransform.position = new Vector3(cameraTransform.position.x,currentHeight,cameraTransform.position.z);
- // Always look at the target
- SetUpRotation(targetCenter, targetHead);
- }
- void LateUpdate () {
- Apply (transform, Vector3.zero);
- }
- void Cut (Transform dummyTarget , Vector3 dummyCenter)
- {
- float oldHeightSmooth = heightSmoothLag;
- float oldSnapMaxSpeed = snapMaxSpeed;
- float oldSnapSmooth = snapSmoothLag;
- snapMaxSpeed = ;
- snapSmoothLag = 0.001f;
- heightSmoothLag = 0.001f;
- snap = true;
- Apply (transform, Vector3.zero);
- heightSmoothLag = oldHeightSmooth;
- snapMaxSpeed = oldSnapMaxSpeed;
- snapSmoothLag = oldSnapSmooth;
- }
- void SetUpRotation (Vector3 centerPos,Vector3 headPos)
- {
- // Now it's getting hairy. The devil is in the details here, the big issue is jumping of course.
- // * When jumping up and down we don't want to center the guy in screen space.
- // This is important to give a feel for how high you jump and avoiding large camera movements.
- //
- // * At the same time we dont want him to ever go out of screen and we want all rotations to be totally smooth.
- //
- // So here is what we will do:
- //
- // 1. We first find the rotation around the y axis. Thus he is always centered on the y-axis
- // 2. When grounded we make him be centered
- // 3. When jumping we keep the camera rotation but rotate the camera to get him back into view if his head is above some threshold
- // 4. When landing we smoothly interpolate towards centering him on screen
- Vector3 cameraPos = cameraTransform.position;
- Vector3 offsetToCenter = centerPos - cameraPos;
- // Generate base rotation only around y-axis
- Quaternion yRotation = Quaternion.LookRotation(new Vector3(offsetToCenter.x, , offsetToCenter.z));
- Vector3 relativeOffset = Vector3.forward * distance + Vector3.down * height;
- cameraTransform.rotation = yRotation * Quaternion.LookRotation(relativeOffset);
- // Calculate the projected center position and top position in world space
- Ray centerRay = cameraTransform.camera.ViewportPointToRay(new Vector3(0.5f, 0.5f, 1f));
- Ray topRay = cameraTransform.camera.ViewportPointToRay(new Vector3(0.5f, clampHeadPositionScreenSpace, 1f));
- Vector3 centerRayPos = centerRay.GetPoint(distance);
- Vector3 topRayPos = topRay.GetPoint(distance);
- float centerToTopAngle = Vector3.Angle(centerRay.direction, topRay.direction);
- float heightToAngle = centerToTopAngle / (centerRayPos.y - topRayPos.y);
- float extraLookAngle = heightToAngle * (centerRayPos.y - centerPos.y);
- if (extraLookAngle < centerToTopAngle)
- {
- extraLookAngle = ;
- }
- else
- {
- extraLookAngle = extraLookAngle - centerToTopAngle;
- cameraTransform.rotation *= Quaternion.Euler(-extraLookAngle, , );
- }
- }
- Vector3 GetCenterOffset ()
- {
- return centerOffset;
- }
- }
- ThirdPersonController.cs
- using UnityEngine;
- using System.Collections;
- /**
- * @Author : www.xuanyusong.com
- */
- [RequireComponent(typeof(CharacterController))]
- public class ThirdPersonController : MonoBehaviour {
- public AnimationClip idleAnimation ;
- public AnimationClip walkAnimation ;
- public AnimationClip runAnimation ;
- public AnimationClip jumpPoseAnimation;
- public float walkMaxAnimationSpeed = 0.75f;
- public float trotMaxAnimationSpeed = 1.0f;
- public float runMaxAnimationSpeed = 1.0f;
- public float jumpAnimationSpeed = 1.15f;
- public float landAnimationSpeed = 1.0f;
- private Animation _animation;
- enum CharacterState
- {
- Idle = ,
- Walking = ,
- Trotting = ,
- Running = ,
- Jumping = ,
- }
- private CharacterState _characterState;
- // The speed when walking
- float walkSpeed = 2.0f;
- // after trotAfterSeconds of walking we trot with trotSpeed
- float trotSpeed = 4.0f;
- // when pressing "Fire3" button (cmd) we start running
- float runSpeed = 6.0f;
- float inAirControlAcceleration = 3.0f;
- // How high do we jump when pressing jump and letting go immediately
- float jumpHeight = 0.5f;
- // The gravity for the character
- float gravity = 20.0f;
- // The gravity in controlled descent mode
- float speedSmoothing = 10.0f;
- float rotateSpeed = 500.0f;
- float trotAfterSeconds = 3.0f;
- bool canJump = true;
- private float jumpRepeatTime = 0.05f;
- private float jumpTimeout = 0.15f;
- private float groundedTimeout = 0.25f;
- // The camera doesnt start following the target immediately but waits for a split second to avoid too much waving around.
- private float lockCameraTimer = 0.0f;
- // The current move direction in x-z
- private Vector3 moveDirection = Vector3.zero;
- // The current vertical speed
- private float verticalSpeed = 0.0f;
- // The current x-z move speed
- private float moveSpeed = 0.0f;
- // The last collision flags returned from controller.Move
- private CollisionFlags collisionFlags;
- // Are we jumping? (Initiated with jump button and not grounded yet)
- private bool jumping = false;
- private bool jumpingReachedApex = false;
- // Are we moving backwards (This locks the camera to not do a 180 degree spin)
- private bool movingBack = false;
- // Is the user pressing any keys?
- private bool isMoving = false;
- // When did the user start walking (Used for going into trot after a while)
- private float walkTimeStart = 0.0f;
- // Last time the jump button was clicked down
- private float lastJumpButtonTime = -10.0f;
- // Last time we performed a jump
- private float lastJumpTime = -1.0f;
- // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
- private float lastJumpStartHeight = 0.0f;
- private Vector3 inAirVelocity = Vector3.zero;
- private float lastGroundedTime = 0.0f;
- private bool isControllable = true;
- void Awake ()
- {
- moveDirection = transform.TransformDirection(Vector3.forward);
- _animation = GetComponent<Animation>();
- if(!_animation)
- Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
- /*
- public var idleAnimation : AnimationClip;
- public var walkAnimation : AnimationClip;
- public var runAnimation : AnimationClip;
- public var jumpPoseAnimation : AnimationClip;
- */
- if(!idleAnimation) {
- _animation = null;
- Debug.Log("No idle animation found. Turning off animations.");
- }
- if(!walkAnimation) {
- _animation = null;
- Debug.Log("No walk animation found. Turning off animations.");
- }
- if(!runAnimation) {
- _animation = null;
- Debug.Log("No run animation found. Turning off animations.");
- }
- if(!jumpPoseAnimation && canJump) {
- _animation = null;
- Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
- }
- }
- void UpdateSmoothedMovementDirection ()
- {
- Transform cameraTransform = Camera.main.transform;
- bool grounded = IsGrounded();
- // Forward vector relative to the camera along the x-z plane
- Vector3 forward = cameraTransform.TransformDirection(Vector3.forward);
- forward.y = ;
- forward = forward.normalized;
- // Right vector relative to the camera
- // Always orthogonal to the forward vector
- Vector3 right = new Vector3(forward.z, , -forward.x);
- float v = Input.GetAxisRaw("Vertical");
- float h = Input.GetAxisRaw("Horizontal");
- // Are we moving backwards or looking backwards
- if (v < -0.2f)
- movingBack = true;
- else
- movingBack = false;
- bool wasMoving = isMoving;
- isMoving = Mathf.Abs (h) > 0.1f || Mathf.Abs (v) > 0.1f;
- // Target direction relative to the camera
- Vector3 targetDirection = h * right + v * forward;
- // Grounded controls
- if (grounded)
- {
- // Lock camera for short period when transitioning moving & standing still
- lockCameraTimer += Time.deltaTime;
- if (isMoving != wasMoving)
- lockCameraTimer = 0.0f;
- // We store speed and direction seperately,
- // so that when the character stands still we still have a valid forward direction
- // moveDirection is always normalized, and we only update it if there is user input.
- if (targetDirection != Vector3.zero)
- {
- // If we are really slow, just snap to the target direction
- if (moveSpeed < walkSpeed * 0.9f && grounded)
- {
- moveDirection = targetDirection.normalized;
- }
- // Otherwise smoothly turn towards it
- else
- {
- moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, );
- moveDirection = moveDirection.normalized;
- }
- }
- // Smooth the speed based on the current target direction
- float curSmooth = speedSmoothing * Time.deltaTime;
- // Choose target speed
- //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
- float targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0f);
- _characterState = CharacterState.Idle;
- // Pick speed modifier
- if (Input.GetKey (KeyCode.LeftShift) | Input.GetKey (KeyCode.RightShift))
- {
- targetSpeed *= runSpeed;
- _characterState = CharacterState.Running;
- }
- else if (Time.time - trotAfterSeconds > walkTimeStart)
- {
- targetSpeed *= trotSpeed;
- _characterState = CharacterState.Trotting;
- }
- else
- {
- targetSpeed *= walkSpeed;
- _characterState = CharacterState.Walking;
- }
- moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
- // Reset walk time start when we slow down
- if (moveSpeed < walkSpeed * 0.3f)
- walkTimeStart = Time.time;
- }
- // In air controls
- else
- {
- // Lock camera while in air
- if (jumping)
- lockCameraTimer = 0.0f;
- if (isMoving)
- inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
- }
- }
- void ApplyJumping ()
- {
- // Prevent jumping too fast after each other
- if (lastJumpTime + jumpRepeatTime > Time.time)
- return;
- if (IsGrounded()) {
- // Jump
- // - Only when pressing the button down
- // - With a timeout so you can press the button slightly before landing
- if (canJump && Time.time < lastJumpButtonTime + jumpTimeout) {
- verticalSpeed = CalculateJumpVerticalSpeed (jumpHeight);
- SendMessage("DidJump", SendMessageOptions.DontRequireReceiver);
- }
- }
- }
- void ApplyGravity ()
- {
- if (isControllable) // don't move player at all if not controllable.
- {
- // Apply gravity
- bool jumpButton = Input.GetButton("Jump");
- // When we reach the apex of the jump we send out a message
- if (jumping && !jumpingReachedApex && verticalSpeed <= 0.0f)
- {
- jumpingReachedApex = true;
- SendMessage("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);
- }
- if (IsGrounded ())
- verticalSpeed = 0.0f;
- else
- verticalSpeed -= gravity * Time.deltaTime;
- }
- }
- float CalculateJumpVerticalSpeed (float targetJumpHeight)
- {
- // From the jump height and gravity we deduce the upwards speed
- // for the character to reach at the apex.
- return Mathf.Sqrt( * targetJumpHeight * gravity);
- }
- void DidJump ()
- {
- jumping = true;
- jumpingReachedApex = false;
- lastJumpTime = Time.time;
- lastJumpStartHeight = transform.position.y;
- lastJumpButtonTime = -;
- _characterState = CharacterState.Jumping;
- }
- void Update() {
- if (!isControllable)
- {
- // kill all inputs if not controllable.
- Input.ResetInputAxes();
- }
- if (Input.GetButtonDown ("Jump"))
- {
- lastJumpButtonTime = Time.time;
- }
- UpdateSmoothedMovementDirection();
- // Apply gravity
- // - extra power jump modifies gravity
- // - controlledDescent mode modifies gravity
- ApplyGravity ();
- // Apply jumping logic
- ApplyJumping ();
- // Calculate actual motion
- Vector3 movement = moveDirection * moveSpeed + new Vector3 (, verticalSpeed, ) + inAirVelocity;
- movement *= Time.deltaTime;
- // Move the controller
- CharacterController controller = GetComponent<CharacterController>();
- collisionFlags = controller.Move(movement);
- // ANIMATION sector
- if(_animation) {
- if(_characterState == CharacterState.Jumping)
- {
- if(!jumpingReachedApex) {
- _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
- _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
- _animation.CrossFade(jumpPoseAnimation.name);
- } else {
- _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
- _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
- _animation.CrossFade(jumpPoseAnimation.name);
- }
- }
- else
- {
- if(controller.velocity.sqrMagnitude < 0.1f) {
- _animation.CrossFade(idleAnimation.name);
- }
- else
- {
- if(_characterState == CharacterState.Running) {
- _animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, runMaxAnimationSpeed);
- _animation.CrossFade(runAnimation.name);
- }
- else if(_characterState == CharacterState.Trotting) {
- _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, trotMaxAnimationSpeed);
- _animation.CrossFade(walkAnimation.name);
- }
- else if(_characterState == CharacterState.Walking) {
- _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0f, walkMaxAnimationSpeed);
- _animation.CrossFade(walkAnimation.name);
- }
- }
- }
- }
- // ANIMATION sector
- // Set rotation to the move direction
- if (IsGrounded())
- {
- transform.rotation = Quaternion.LookRotation(moveDirection);
- }
- else
- {
- Vector3 xzMove = movement;
- xzMove.y = ;
- if (xzMove.sqrMagnitude > 0.001f)
- {
- transform.rotation = Quaternion.LookRotation(xzMove);
- }
- }
- // We are in jump mode but just became grounded
- if (IsGrounded())
- {
- lastGroundedTime = Time.time;
- inAirVelocity = Vector3.zero;
- if (jumping)
- {
- jumping = false;
- SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
- }
- }
- }
- void OnControllerColliderHit (ControllerColliderHit hit )
- {
- // Debug.DrawRay(hit.point, hit.normal);
- if (hit.moveDirection.y > 0.01f)
- return;
- }
- float GetSpeed () {
- return moveSpeed;
- }
- public bool IsJumping () {
- return jumping;
- }
- bool IsGrounded () {
- return (collisionFlags & CollisionFlags.CollidedBelow) != ;
- }
- Vector3 GetDirection () {
- return moveDirection;
- }
- public bool IsMovingBackwards () {
- return movingBack;
- }
- public float GetLockCameraTimer ()
- {
- return lockCameraTimer;
- }
- bool IsMoving ()
- {
- return Mathf.Abs(Input.GetAxisRaw("Vertical")) + Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0.5f;
- }
- bool HasJumpReachedApex ()
- {
- return jumpingReachedApex;
- }
- bool IsGroundedWithTimeout ()
- {
- return lastGroundedTime + groundedTimeout > Time.time;
- }
- void Reset ()
- {
- gameObject.tag = "Player";
- }
- }
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