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.}楼主是超人 好帖就是要顶 真心顶 不错不错 LZ真是人才 很不错 楼主是超人 说的非常好 很好哦