资源大湿 发表于 2022-12-8 15:43

unity3d 教程charactor controller角色平衡木问题解决办法

charactor controller角色平衡木问题解决办法
charactor controller角色做平衡木的问题,和小球走平衡木不一样,charctor controller是不可以对地面产生压力的,无论角色是否加了刚体,charactor controller都只具有自由下落,而不具有对地面压力。如果换成box collider等碰撞检测,上下楼梯角色运动的时候很容易倒下。针对这个问题,做出了以下解决方案:

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var speed = 10.0;
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var gravity = 10.0;
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var maxVelocityChange = 10.0;
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var canJump = true;
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var jumpHeight = 2.0;
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private var grounded = false;
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@script RequireComponent(Rigidbody, CapsuleCollider)
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function Awake ()
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{
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    rigidbody.freezeRotation = true;
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    rigidbody.useGravity = false;
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}
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function FixedUpdate ()
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{
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if (grounded)
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    {
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// Calculate how fast we should be moving
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var targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
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      targetVelocity = transform.TransformDirection(targetVelocity);
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      targetVelocity *= speed;
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// Apply a force that attempts to reach our target velocity
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var velocity = rigidbody.velocity;
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var velocityChange = (targetVelocity - velocity);
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      velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
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      velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
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      velocityChange.y = 0;
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      rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);
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// Jump
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if (canJump && Input.GetButton("Jump"))
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      {Unity3D教程手册
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            rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
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      }
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    }
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// We apply gravity manually for more tuning control
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    rigidbody.AddForce(Vector3 (0, -gravity * rigidbody.mass, 0));
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    grounded = false;
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}
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function OnCollisionStay ()
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{
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    grounded = true;   
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}
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function CalculateJumpVerticalSpeed ()
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{
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// From the jump height and gravity we deduce the upwards speed
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// for the character to reach at the apex.
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return Mathf.Sqrt(2 * jumpHeight * gravity);
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}
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