Ahvuu 发表于 2013-8-5 21:57

如何zoom in and out

1.//require theCharacterController and a Rigidbody (for trigger)2.@script RequireComponent(CharacterController)3.@script RequireComponent(Rigidbody)4.   5.//not how Iwould have done the animation assignment, but perfectly functional6.varanimation1: String = "idle";7.varanimation2: String = "walk";8.varanimation3: String = "run";9.varanimation4: String = "rotateAround";10. 11.//renamedwalkSpeed to moveSpeed for clarity12.//also added ourrigidbody var which is required to trigger OnTriggerEnter events13.var walk : float = 1.0;14.var run : float = 4.0;15.private var moveSpeed : float = 1.0;16.private var gravity= 100.0;17.private var moveDirection : Vector3 = Vector3.zero;18.private var charController : CharacterController;19.private var body : Rigidbody;20.private var climbing : boolean;21. 22. 23.function Start()24.{25.    //assign our variables which linkto other components, and set animation mode26.    charController = GetComponent(CharacterController);27.    body = GetComponent(Rigidbody);28.    body.isKinematic=true;29.    animation.wrapMode = WrapMode.Loop;30.}31. 32. 33.function Update () 34.{35.    //We call Input.GetAxis a lot, solet's just call them once, and store the answer36.    var h : float = Input.GetAxis("Horizontal");37.    var v : float = Input.GetAxis("Vertical");38. 39.    //reset our moveDirection variableeach time, just to be safe40.    moveDirection = Vector3.zero;41.    if(climbing)42.    {43.      //we are climbing, so we usedifferent movement rules44.      //we shall use much of the samestructure that is laid out below, because it is a fundamentally good structure45.      //this is not really optimized,and there is probably a more compact way of accomplishing the same goal, butthis is easy to follow. 46. 47.      //always use the walk speed48.      moveSpeed = walk;49. 50.      if(v > .1)51.      {52.            //pushing forward53.            moveDirection.y = v * moveSpeed;54. 55.            //in addition to moving updwards,let's push forwards56.            //if we are still on the wall, thewall will push back and this will not matter57.            //if we reach the top of the wall,this will allow us to move to standing on top of it, instead of getting stuckhovering over the trigger58.            moveDirection.z = v * moveSpeed;59. 60.            //perhaps also a climbinganimation?61.      }62.      else if(v < -.1)63.      {64.            //pushing backwards65.            //this is actually the case whenwe care if we are grounded66.            if(charController.isGrounded)//shorthand for== true, it's a boolean itself, after all67.            {68.                //we are already at the bottom ofthe wall, and should move backwards, away from the wall69.                moveDirection.z = v * moveSpeed;70.            }71.            else72.            {73.                //we are not at the bottom, and shouldmove downwards74.                moveDirection.y = v * moveSpeed;75.            }76.      }77.      //now we do the same thing (moreor less) with the horizontal axis, so that we can move sideways. 78.      if(h > .1)79.      {80.            //we are pushing to the rightnontrivially81.            moveDirection.x = h * moveSpeed;82.      }83.      else if(h < -.1)84.      {85.            //we are pushing left nontrivially86.            moveDirection.x = h * moveSpeed;87.            //we have these two separateinstead of just comparing Mathf.Abs(h) > .1 in case you want to change theanimation for right vs left88.            //if you don't add anything else,you might as well replace this if else with a single if(Mathf.Abs(h) > .1){moveDirection.x = h * moveSpeed}89.      }90.      //it is actually possible to gethere without triggering any of the above movement conditions. 91.      //But if that is the case, then weare on a climbable wall and should not do anything92.      //if you do want to do somethingif we aren't moving, like play a wall idle animation, then let's use:93.      //if(moveDirection ==Vector3.zero)94.      //{95.      //96.      //}97.    }98.    else99.    {100.          //we are not climbing, so see ifwe are on the ground or in the air101.          if(charController.isGrounded == true)102.          {103.            //if we are grounded, we processinput104.            if(v > .1)105.            {106.                  //if we are pushing forward in anontrivial manner107.                  if(Input.GetButton("Fire1"))108.                  {109.                      //if we are pressing the Fire1button, which is apparently the run button110.                      animation.CrossFade(animation3);111.                      moveSpeed = run;112.                  }113.                  else114.                  {115.                      //we are not pressing the runbutton, so just walk (forward)116.                      animation.speed = 1;117.                      animation.CrossFade(animation2);118.                      moveSpeed = walk;119.                  }120.            }121.            else if(v < -.1)122.            {123.                  //we are not pushing forward, solook if we are pushing backwards in a nontrivial manner124.                  //we don't care about the runbutton, just walk125.                  animation.speed = -1;126.                  animation.CrossFade(animation2);127.                  moveSpeed = walk;128.            }129.            else130.            {131.            // Plays Idle132.                  //we were not pushingsignificantly in either direction133.                  animation.CrossFade(animation1);134.            }135.   136.   137.            // Create an animation cycle forwhen the character is turning on the spot138.            //I restructured this collectionof if statements. There wasn't anything wrong with how you had it, but changesI have made necessitated a change139.            //and I think it's prettier thisway. 140.            if(Mathf.Abs(v) < .1)141.            {142.                  //if we are inside of ourdeadzone:143.                  if(h > .1)144.                  {145.                      animation.speed = 1;146.                      animation.CrossFade(animation4);147.                  }148.                  // Nota esta a inverter animacaofica melhor uma nova animacao149.                  //the above comment means nothingto me :)150.                  if(h < -.1)151.                  {152.                      animation.speed = -1;153.                      animation.CrossFade(animation4);154.                  }155.            }156.            //transform.eulerAngles.y +=Input.GetAxis("Horizontal");157.            //I took out the above linebecause, from the script reference:158.            //Don't increment them, as it willfail when the angle exceeds 360 degrees. Use Transform.Rotate instead.159.            transform.Rotate(0, h ,0);160.            //we rotate around the y axis, butwith less failure when we cross from 360 to 0161.   162.            // Calculate the movementdirection (forward motion)163.            //Let's apply the movement scalarhere instead of after gravity, so that gravity is not effected by it. 164.            moveDirection = Vector3(0,0, v * moveSpeed);165.            moveDirection = transform.TransformDirection(moveDirection);166.   167.            //now on to apply gravity (obeygravity, it's the law)168.          }169.          //we just exited the if(grounded)loop, so if we are not grounded, then all we do is apply gravity170.          //and then apply the motion to thecontroller171.   172.          //gravity is here because we onlywant to apply it if we are not climbing, 173.          //but we don't care if we aregrounded or not174.          moveDirection.y -= gravity * Time.deltaTime;175.      }176.      //we have just left theif(climbing) else structure, so all possible conditions will execute this next line,as it should be177.      charController.Move(moveDirection * Time.deltaTime);178.}179.   180.function OnTriggerEnter(other : Collider)181.{182.      //check to see what trigger wejust set off. It is possible that we want to use other triggers than just ourwall climbing one183.      //Triggers are useful, after all. 184.      //we obviously need to match thetag on the climbable wall triggers to what we have here. 185.      if (other.tag == "climbableWall")186.      {187.          //ok, so we hit our climbable walltrigger188.          climbing = true;189.          //we should face the walldirectly, to make sideways movement work properly. 190.          //this finds the point on thetrigger that is closest to us and looks at it. 191.          transform.LookAt(other.ClosestPointOnBounds(transform.position));192.          //we will then level it out,leaving only the y rotation. the x shouldn't be necessary, but it doesn't hurt.193.          transform.rotation.eulerAngles.z = 0;194.          transform.rotation.eulerAngles.x = 0;195.      }196.}197.   198.function OnTriggerExit(other : Collider)199.{200.      //again, check which trigger wejust left201.      if(other.tag == "climbableWall")202.      {203.          climbing = false;204.      }205.}

Janmy 发表于 2017-3-15 21:04

楼主是超人

yiwokeji 发表于 2017-3-15 20:33

好帖就是要顶

华尔鸡 发表于 2017-3-15 20:36

真心顶

Janmy 发表于 2017-3-15 21:04

不错不错

zxycyl121 发表于 2017-3-15 20:41

LZ真是人才

demoncraft 发表于 2017-4-8 10:10

很不错

fengyi 发表于 2017-4-8 09:26

楼主是超人

qsymq 发表于 2017-4-8 09:45

说的非常好

iwindows 发表于 2017-4-8 09:40

很好哦
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