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楼主: monery8

[脚本] 人物行走脚本示例

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发表于 2013-1-2 19:26 | 显示全部楼层 |阅读模式
[code=csharp]/*使用方式:
新建一个C#的脚本文件,然后将下面的代码灌入其中,文件名为FPSWalker_edit02.cs
然后将官方提供的那个First Person Controller中的所有脚本删除,再链入这个脚本即可。
经过测试,在IE和火狐中都可以正常使用*/
using UnityEngine;

using System.Collections;



public class FPSWalker_edit02 : MonoBehaviour

{

/// <summary>

/// 类似于VRML的控制方式

/// ↑前进 ↓后退 →右转 ←左转

/// Ctrl + →右平移 Ctrl + ←左平移

/// 按住鼠标左键,可以通过鼠标上下左右转动视角

/// </summary>







public float speed = 6.0f;

public float jumpSpeed = 8.0f;

public float gravity = 20.0f;



public bool MouseChange = true;



private Vector3 moveDirection = Vector3.zero;

private bool grounded = false;



void FixedUpdate()

{



if (grounded)

{



if (!(Input.GetKey(KeyCode.LeftControl)||Input.GetKey(KeyCode.RightControl))) //如果没有按下左Ctrl键

{



///只能前后平移

moveDirection = new Vector3(0, 0, Input.GetAxis("Vertical"));



moveDirection = transform.TransformDirection(moveDirection);

moveDirection *= speed;









}

else //

{



///可前后左右平移

moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));



moveDirection = transform.TransformDirection(moveDirection);

moveDirection *= speed;





}

if (Input.GetButton("Jump")) //跳跃

{

moveDirection.y = jumpSpeed;

}



}



//重力

moveDirection.y -= gravity * Time.deltaTime;



//移动controller



CharacterController controller = GetComponent("CharacterController") as CharacterController;

CollisionFlags flags = controller.Move(moveDirection * Time.deltaTime);



grounded = (flags & CollisionFlags.CollidedBelow) != 0; //当controller处在空中间,grounded为false,即跳动和行走都无效





















///鼠标控制视角

///



// if (Input.GetMouseButton(0) && (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)) && MouseChange) //如果按下鼠标左键并且鼠标MouseChange为真

if (Input.GetMouseButton(0) && MouseChange) //如果按下鼠标左键并且鼠标MouseChange为真

{

///鼠标旋转视角部分

///



if (axes == RotationAxes.MouseXAndY)

{

// Read the mouse input axis

//这里,rotationX和rotationY用来保存对象现有的角度,同时还将鼠标的移动中计算出增减的角度并合进来

rotationX += Input.GetAxis("Mouse X") * sensitivityX;

rotationY += Input.GetAxis("Mouse Y") * sensitivityY;



rotationX = ClampAngle(rotationX, minimumX, maximumX);

rotationY = ClampAngle(rotationY, minimumY, maximumY);



Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up); //通过左右值和Vector3.up(作为以Y为旋转轴的向量值)求出左右旋转度的四元数值

Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, Vector3.left); //通过上下值和Vector3.left(作为以X为旋转轴的向量值)求出上下旋转度的四元数值



//originalRotation = transform.localRotation;



transform.localRotation = originalRotation * xQuaternion * yQuaternion; //将上面求出来的左右和上下两个四元数值添加入角度中

}

else if (axes == RotationAxes.MouseX)

{

rotationX += Input.GetAxis("Mouse X") * sensitivityX;

rotationX = ClampAngle(rotationX, minimumX, maximumX);



Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);

transform.localRotation = originalRotation * xQuaternion;

}

else

{

rotationY += Input.GetAxis("Mouse Y") * sensitivityY;

rotationY = ClampAngle(rotationY, minimumY, maximumY);



Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, Vector3.left);

transform.localRotation = originalRotation * yQuaternion;

}







}

else

{

///左右旋转

///并且没有按下左或右ctrl键时

if (!(Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)))

{

Vector3 angle_temp = transform.eulerAngles;

angle_temp.y += Input.GetAxis("Horizontal") * sensitivityX * 0.3f;



rotationX = ClampAngle(angle_temp.y, minimumX, maximumX);

//rotationY = ClampAngle(rotationY, minimumY, maximumY);

transform.eulerAngles = angle_temp;

}

//键盘上下键控制俯仰角

//else

//{

// Vector3 angle_temp = transform.eulerAngles;

// angle_temp.x += Input.GetAxis("Vertical") * -1 * sensitivityY * 0.3f;

// rotationY = ClampAngle(angle_temp.x , minimumY , maximumY);

// transform.eulerAngles = angle_temp;

//}

}





}





public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }

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;



public float rotationX = 0F;

public float rotationY = 0F;



Quaternion originalRotation;







void Start()

{

// Make the rigid body not change rotation

//使刚体不会改变角度

if (rigidbody)

rigidbody.freezeRotation = true;

originalRotation = transform.localRotation;

}



public static float ClampAngle(float angle, float min, float max)

{

if (angle < -360F)

angle += 360F;

if (angle > 360F)

angle -= 360F;

return Mathf.Clamp(angle, min, max);

}







}

[/code]
发表于 2013-5-7 17:37 | 显示全部楼层
谢谢 试试先!
发表于 2013-5-7 18:15 | 显示全部楼层
感謝 {:5_424:}來試試{:5_435:}
发表于 2014-5-27 10:59 | 显示全部楼层
谢谢 谢谢分享
发表于 2017-3-3 12:52 | 显示全部楼层
很不错
发表于 2017-3-3 12:57 | 显示全部楼层
真心顶
发表于 2017-3-3 13:01 | 显示全部楼层
难得一见的好帖
发表于 2017-3-3 12:23 | 显示全部楼层
不错不错
发表于 2017-3-3 12:46 | 显示全部楼层
LZ真是人才
发表于 2017-3-4 18:48 | 显示全部楼层
好帖就是要顶
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