unity character control
capsule collider和character controller会冲突,要能碰撞就得挂上rigidbody use gravity使用重力后,角色移动过程中有概率摔倒
对比animancer与官方的animantor有点优势,demo版本官方animator不需要插件资源包资源就少多了。
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
public enum PlayerState
{
Moving,
Idle,
}
public class CharacterControl : MonoBehaviour
{
public GameObject effect_click_prefab;
bool isMoving = false;
Vector3 targetPosition = Vector3.zero;
public float speed = 4;
public PlayerState state = PlayerState.Idle;
CharacterController controller;
Animator animator;
//AnimancerComponent animancer;
//public AnimationClip _Idle;
//public AnimationClip _Action;
Transform m_Cam;
// Start is called before the first frame update
void Start()
{
targetPosition = transform.position;
controller = GetComponent<CharacterController>();
animator = GetComponent<Animator>();
//animancer = GetComponent<AnimancerComponent>();
m_Cam = Camera.main.transform;
}
// Update is called once per frame
void Update()
{
DoRotateAndMoveByASDW(); //按键移动
//DoRotateByMouseDown(); //按鼠标移动
//DoMove();
}
private void LateUpdate()
{
if (state == PlayerState.Moving)
{
PlayAnim(&#34;run&#34;);
}
else if (state == PlayerState.Idle)
{
PlayAnim(&#34;idle&#34;);
}
}
void PlayAnim(string animName)
{
int i = animName == &#34;idle&#34; ? 0 : 2;
animator.SetFloat(&#34;test&#34;, i);
//animancer.Play(animName == &#34;idle&#34; ? _Idle : _Action, 0.25f);
}
void ShowClickEffect(Vector3 hitPoint)
{
//hitPoint = new Vector3(hitPoint.x, hitPoint.y+0.1f, hitPoint.z);
//GameObject.Instantiate(effect_click_prefab,hitPoint,Quaternion.identity);
}
void LookAtTarget(Vector3 hitPoint)
{
targetPosition = hitPoint;
transform.LookAt(targetPosition);
}
void DoRotateAndMoveByASDW()
{
float h = CrossPlatformInputManager.GetAxis(&#34;Horizontal&#34;);
float v = CrossPlatformInputManager.GetAxis(&#34;Vertical&#34;);
Vector3 m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
Vector3 m_Move = v * m_CamForward + h * m_Cam.right;
if (m_Move.magnitude > 1f) m_Move.Normalize();
m_Move = transform.InverseTransformDirection(m_Move);
float m_TurnAmount = Mathf.Atan2(m_Move.x, m_Move.z);
float m_ForwardAmount = m_Move.z;
float turnSpeed = Mathf.Lerp(180, 360, m_ForwardAmount);
transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0);
if (m_Move.x + m_Move.z > 0)
{
state = PlayerState.Moving;
transform.Translate(new Vector3(m_Move.x, 0, m_Move.z) * Time.deltaTime * speed);
}
else
{
state = PlayerState.Idle;
}
}
void DoRotateByMouseDown()
{
if (Input.GetMouseButtonDown(0))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo;
bool isCollider = Physics.Raycast(ray, out hitInfo);
if (isCollider && hitInfo.collider.tag == &#34;ground&#34;)
{
isMoving = true;
ShowClickEffect(hitInfo.point); //显示点击特效
LookAtTarget(hitInfo.point);
}
}
if (Input.GetMouseButtonUp(0))
{
isMoving = false;
}
//鼠标长按继续移动
if (isMoving)
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo;
bool isCollider = Physics.Raycast(ray, out hitInfo);
if (isCollider && hitInfo.collider.tag == &#34;ground&#34;)
{
LookAtTarget(hitInfo.point);
}
}
}
void DoMove()
{
float distance = Vector3.Distance(targetPosition, transform.position);
if (distance > 0.3f)
{
state = PlayerState.Moving;
controller.SimpleMove(transform.forward * speed);
}
else
{
state = PlayerState.Idle;
}
}
}旋转用的官方资源包里的robot:unity第三人称角色控制
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