unity3d 人物跳跃控制

要添加动画状态机

public class PlayerController : MonoBehaviour {

    Vector3 movement;
    Rigidbody playerRigidbody;
    Animator animator;

    // player移动速度
    public float speed = 6f;

    private float x;
    private float y;
    private float xSpeed = 2;
    private float ySpeed = 2;
    private Quaternion direct; // player direct

    // 判断是否落地
    private bool grounded = true;

    void Awake()
    {
        playerRigidbody = GetComponent();
        animator = GetComponent();
    }

    void Update() {
        // keyboard move
        float h = Input.GetAxisRaw("Horizontal"); // A D
        float v = Input.GetAxisRaw("Vertical");   // W S

        // animating
        bool walking = h != 0f || v != 0f;
        animator.SetBool("Forward", walking);

        transform.Translate(Vector3.forward * v * speed * Time.deltaTime); // W S 上 下
        transform.Translate(Vector3.right * h * speed * Time.deltaTime); // A D 左右

        // Jump
        if (Input.GetButtonDown("Jump")) {
            if (grounded == true)
            {
                animator.SetBool("Jump", true);
                playerRigidbody.velocity += new Vector3(0, 5, 0); //添加加速度
                playerRigidbody.AddForce(Vector3.up * 50); //给刚体一个向上的力,力的大小为Vector3.up*mJumpSpeed
                grounded = false;
            }
        }


        // mouse move
        x += Input.GetAxis("Mouse X") * xSpeed;
        y -= Input.GetAxis("Mouse Y") * ySpeed;

        direct = Quaternion.Euler(y, x, 0);
        transform.rotation = direct;
    }

    // 落地检测
    void OnCollisionEnter(Collision collision) {
        animator.SetBool("Jump", false);
        grounded = true;
    }
}

你可能感兴趣的:(unity3d,unity3d)