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[脚本] 如何zoom in and out

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发表于 2013-8-5 21:57 | 显示全部楼层 |阅读模式
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 functional
6.  var  animation1: String = "idle";
7.  var  animation2: String = "walk";
8.  var  animation3: String = "run";
9.  var  animation4: String = "rotateAround";
10.
11.//renamedwalkSpeed to moveSpeed for clarity
12.//also added ourrigidbody var which is required to trigger OnTriggerEnter events
13.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 mode
26.    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 answer
36.    var h : float = Input.GetAxis("Horizontal");
37.    var v : float = Input.GetAxis("Vertical");
38.
39.    //reset our moveDirection variableeach time, just to be safe
40.    moveDirection = Vector3.zero;
41.    if(climbing)
42.    {
43.        //we are climbing, so we usedifferent movement rules
44.        //we shall use much of the samestructure that is laid out below, because it is a fundamentally good structure
45.        //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 speed
48.        moveSpeed = walk;
49.
50.        if(v > .1)
51.        {
52.            //pushing forward
53.            moveDirection.y = v * moveSpeed;
54.
55.            //in addition to moving updwards,let's push forwards
56.            //if we are still on the wall, thewall will push back and this will not matter
57.            //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 trigger
58.            moveDirection.z = v * moveSpeed;
59.
60.            //perhaps also a climbinganimation?
61.        }
62.        else if(v < -.1)
63.        {
64.            //pushing backwards
65.            //this is actually the case whenwe care if we are grounded
66.            if(charController.isGrounded)//shorthand for== true, it's a boolean itself, after all
67.            {
68.                //we are already at the bottom ofthe wall, and should move backwards, away from the wall
69.                moveDirection.z = v * moveSpeed;
70.            }
71.            else
72.            {
73.                //we are not at the bottom, and shouldmove downwards
74.                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 rightnontrivially
81.            moveDirection.x = h * moveSpeed;
82.        }
83.        else if(h < -.1)
84.        {
85.            //we are pushing left nontrivially
86.            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 left
88.            //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 anything
92.        //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.    else
99.    {
100.          //we are not climbing, so see ifwe are on the ground or in the air
101.          if(charController.isGrounded == true)
102.          {
103.              //if we are grounded, we processinput
104.              if(v > .1)
105.              {
106.                  //if we are pushing forward in anontrivial manner
107.                  if(Input.GetButton("Fire1"))
108.                  {
109.                      //if we are pressing the Fire1button, which is apparently the run button
110.                      animation.CrossFade(animation3);
111.                      moveSpeed = run;
112.                  }
113.                  else
114.                  {
115.                      //we are not pressing the runbutton, so just walk (forward)
116.                      animation[animation2].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 manner
124.                  //we don't care about the runbutton, just walk
125.                  animation[animation2].speed = -1;
126.                  animation.CrossFade(animation2);
127.                  moveSpeed = walk;
128.              }
129.              else
130.              {
131.              // Plays Idle
132.                  //we were not pushingsignificantly in either direction
133.                  animation.CrossFade(animation1);
134.              }
135.   
136.   
137.              // Create an animation cycle forwhen the character is turning on the spot
138.              //I restructured this collectionof if statements. There wasn't anything wrong with how you had it, but changesI have made necessitated a change
139.              //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[animation4].speed = 1;
146.                      animation.CrossFade(animation4);
147.                  }
148.                  // Nota esta a inverter animacaofica melhor uma nova animacao
149.                  //the above comment means nothingto me :)
150.                  if(h < -.1)
151.                  {
152.                      animation[animation4].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 0
161.   
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 gravity
170.          //and then apply the motion to thecontroller
171.   
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 not
174.          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 be
177.      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 one
183.      //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 walltrigger
188.          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 left
201.      if(other.tag == "climbableWall")
202.      {
203.          climbing = false;
204.      }
205.  }

发表于 2017-3-15 21:04 | 显示全部楼层
楼主是超人
发表于 2017-3-15 20:33 | 显示全部楼层
好帖就是要顶
发表于 2017-3-15 20:36 | 显示全部楼层
真心顶
发表于 2017-3-15 21:04 | 显示全部楼层
不错不错
发表于 2017-3-15 20:41 | 显示全部楼层
LZ真是人才
发表于 2017-4-8 10:10 | 显示全部楼层
很不错
发表于 2017-4-8 09:26 | 显示全部楼层
楼主是超人
发表于 2017-4-8 09:45 | 显示全部楼层
说的非常好
发表于 2017-4-8 09:40 | 显示全部楼层
很好哦
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