【Unity3D】 官方自带人物控制器研究

文章目录

    • 1.下载地址
    • 2.导入
    • 3. 应用
    • 4.详细解析脚本
    • 5.接下来是官方第一人称控制器的自带的摇杆
    • 7.摇杆使用的注意事项
    • 8.对了,还有第三人称控制器

1.下载地址

5.0.0f4版本的官方自带资源包http://pan.baidu.com/s/1o8Ujrxo
2017年Unity的官方自带资源包http://pan.baidu.com/s/1ge3cUdX
有的就不用下载了,如果没有的话下载下载 ,放在xx\Editor路径下面,重新打开Unity3d就有了

2.导入

【Unity3D】 官方自带人物控制器研究_第1张图片
【Unity3D】 官方自带人物控制器研究_第2张图片
Assets->Standard Assets ->Characters ->FirstPersonCharacter ->Prefabs
选择预制体拖入到场景中就可以使用了

3. 应用

有两个预制体

FPSController
主要组件有Character Controller、脚本First Person Controller、Rigidbody
这个是FPS第一人称控制器,模拟FPS游戏中人物移动的方式,是第一人称控制器。
鼠标锁定,视角跟随鼠标移动而移动。WSAD控制人物移动
【Unity3D】 官方自带人物控制器研究_第3张图片
RigidBodyFPSController
主要组件有Capsule Collider、脚本RigidBody First Person Controller
与FPSController控制器不同的一点是,一个是用CharacterController控制移动,一个是控制人物本身的刚体,给刚体添加一个方向力,就可以移动
【Unity3D】 官方自带人物控制器研究_第4张图片

4.详细解析脚本

First Person Controller

using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
using UnityStandardAssets.Utility;
using Random = UnityEngine.Random;

namespace UnityStandardAssets.Characters.FirstPerson
{
    //自动添加关联的脚本
    [RequireComponent(typeof (CharacterController))]
    [RequireComponent(typeof (AudioSource))]
    public class FirstPersonController : MonoBehaviour
    {
        //判断是否在走
        [SerializeField] private bool m_IsWalking;
        //走路的速度
        [SerializeField] private float m_WalkSpeed;
        //奔跑的速度
        [SerializeField] private float m_RunSpeed;
        //模仿随机行走的速度
        [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;
        //跳跃速度
        [SerializeField] private float m_JumpSpeed;
        //判断是否在空中,如果在空中接给一个下降的力
        [SerializeField] private float m_StickToGroundForce;
        //重力
        [SerializeField] private float m_GravityMultiplier;
        //视角控制脚本
        [SerializeField] private MouseLook m_MouseLook;
        [SerializeField] private bool m_UseFovKick;
        //FovKick脚本
        [SerializeField] private FOVKick m_FovKick = new FOVKick();
        [SerializeField] private bool m_UseHeadBob;
        [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob();
        [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();
        [SerializeField] private float m_StepInterval;
        [SerializeField] private AudioClip[] m_FootstepSounds;    // an array of footstep sounds that will be randomly selected from.
        [SerializeField] private AudioClip m_JumpSound;           // the sound played when character leaves the ground.
        [SerializeField] private AudioClip m_LandSound;           // the sound played when character touches back on ground.

        private Camera m_Camera;
        private bool m_Jump;
        private float m_YRotation;
        private Vector2 m_Input;
        private Vector3 m_MoveDir = Vector3.zero;
        private CharacterController m_CharacterController;
        private CollisionFlags m_CollisionFlags;
        private bool m_PreviouslyGrounded;
        private Vector3 m_OriginalCameraPosition;
        private float m_StepCycle;
        private float m_NextStep;
        private bool m_Jumping;
        private AudioSource m_AudioSource;

        // Use this for initialization
        private void Start()
        {
            m_CharacterController = GetComponent<CharacterController>();
            m_Camera = Camera.main;
            m_OriginalCameraPosition = m_Camera.transform.localPosition;
            m_FovKick.Setup(m_Camera);
            m_HeadBob.Setup(m_Camera, m_StepInterval);
            m_StepCycle = 0f;
            m_NextStep = m_StepCycle/2f;
            m_Jumping = false;
            m_AudioSource = GetComponent<AudioSource>();
			m_MouseLook.Init(transform , m_Camera.transform);
        }


        // Update is called once per frame
        private void Update()
        {
            //视角控制
            RotateView();
            // the jump state needs to read here to make sure it is not missed
            //跳转状态判断
            if (!m_Jump)
            {
                m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
            }
            //判断是否在地面上
            if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
            {
                StartCoroutine(m_JumpBob.DoBobCycle());
                PlayLandingSound();
                m_MoveDir.y = 0f;
                m_Jumping = false;
            }
            //不在地面上,并且不在跳跃状态
            if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
            {
                m_MoveDir.y = 0f;
            }

            m_PreviouslyGrounded = m_CharacterController.isGrounded;
        }

        //播放降落的声音
        private void PlayLandingSound()
        {
            m_AudioSource.clip = m_LandSound;
            m_AudioSource.Play();
            m_NextStep = m_StepCycle + .5f;
        }

        //控制人物行走
        private void FixedUpdate()
        {
            float speed;
            GetInput(out speed);
            // always move along the camera forward as it is the direction that it being aimed at
            //始终沿着摄像机向前移动,因为它是瞄准的方向
            Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;

            // get a normal for the surface that is being touched to move along it
            //得到一个正常的表面,被触摸移动它
            RaycastHit hitInfo;
            Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
                               m_CharacterController.height/2f);
            desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;

            m_MoveDir.x = desiredMove.x*speed;
            m_MoveDir.z = desiredMove.z*speed;


            if (m_CharacterController.isGrounded)
            {
                m_MoveDir.y = -m_StickToGroundForce;

                if (m_Jump)
                {
                    m_MoveDir.y = m_JumpSpeed;
                    PlayJumpSound();
                    m_Jump = false;
                    m_Jumping = true;
                }
            }
            else
            {
                m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
            }
            m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);

            ProgressStepCycle(speed);
            UpdateCameraPosition(speed);
        }

        //播放跳跃的声音
        private void PlayJumpSound()
        {
            m_AudioSource.clip = m_JumpSound;
            m_AudioSource.Play();
        }


        private void ProgressStepCycle(float speed)
        {
            if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
            {
                m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
                             Time.fixedDeltaTime;
            }

            if (!(m_StepCycle > m_NextStep))
            {
                return;
            }

            m_NextStep = m_StepCycle + m_StepInterval;

            PlayFootStepAudio();
        }

        //播放脚本的声音
        private void PlayFootStepAudio()
        {
            if (!m_CharacterController.isGrounded)
            {
                return;
            }
            // pick & play a random footstep sound from the array,
            // excluding sound at index 0
            int n = Random.Range(1, m_FootstepSounds.Length);
            m_AudioSource.clip = m_FootstepSounds[n];
            m_AudioSource.PlayOneShot(m_AudioSource.clip);
            // move picked sound to index 0 so it's not picked next time
            m_FootstepSounds[n] = m_FootstepSounds[0];
            m_FootstepSounds[0] = m_AudioSource.clip;
        }

        //控制摄像机的视角移动
        private void UpdateCameraPosition(float speed)
        {
            Vector3 newCameraPosition;
            if (!m_UseHeadBob)
            {
                return;
            }
            if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
            {
                m_Camera.transform.localPosition =
                    m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
                                      (speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
                newCameraPosition = m_Camera.transform.localPosition;
                newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
            }
            else
            {
                newCameraPosition = m_Camera.transform.localPosition;
                newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
            }
            m_Camera.transform.localPosition = newCameraPosition;
        }

        //获得键盘输入
        private void GetInput(out float speed)
        {
            // Read input
            float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
            float vertical = CrossPlatformInputManager.GetAxis("Vertical");

            bool waswalking = m_IsWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
            // set the desired speed to be walking or running
            speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
            m_Input = new Vector2(horizontal, vertical);

            // normalize input if it exceeds 1 in combined length:
            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }

        //选择视角到正常角度
        private void RotateView()
        {
            m_MouseLook.LookRotation (transform, m_Camera.transform);
        }

        //控制器碰撞反应
        private void OnControllerColliderHit(ControllerColliderHit hit)
        {
            Rigidbody body = hit.collider.attachedRigidbody;
            //dont move the rigidbody if the character is on top of it
            if (m_CollisionFlags == CollisionFlags.Below)
            {
                return;
            }

            if (body == null || body.isKinematic)
            {
                return;
            }
            body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
        }
    }
}

主要的人物移动代码

m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);


m_CollisionFlags 碰撞检测的旗标
m_CharacterController 角色的CharacterController组件
m_MoveDir 当前移动的方向乘上键盘获得的输入得到的值
Time.fixedDeltaTime 固定的时间增量

其中如果要解除鼠标锁定的话可以到这个脚本中修改

MouseLook

//更新鼠标锁定的状态的
public void UpdateCursorLock()
        {
            //if the user set "lockCursor" we check & properly lock the cursos
            if (lockCursor)
                InternalLockUpdate();
        }
        //控制鼠标锁定
        private void InternalLockUpdate()
        {
            if (Input.GetKeyUp(KeyCode.Escape))
            {
                m_cursorIsLocked = false;
            }
            else if (Input.GetMouseButtonUp(1))
            {
                m_cursorIsLocked = true;
            }

            if (m_cursorIsLocked)
            {
                Cursor.lockState = CursorLockMode.Locked;
                Cursor.visible = false;
            }
            else if (!m_cursorIsLocked)
            {
                Cursor.lockState = CursorLockMode.None;
                Cursor.visible = true;
            }
        }

RigidbodyFirstPersonController

using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;

namespace UnityStandardAssets.Characters.FirstPerson
{
    //自动添加关联的脚本
    [RequireComponent(typeof (Rigidbody))]
    [RequireComponent(typeof (CapsuleCollider))]
    public class RigidbodyFirstPersonController : MonoBehaviour
    {
        [Serializable]
        public class MovementSettings
        {
            //前进速度
            public float ForwardSpeed = 8.0f;   // Speed when walking forward
            //后退速度
            public float BackwardSpeed = 4.0f;  // Speed when walking backwards
            //走路时速度横向
            public float StrafeSpeed = 4.0f;    // Speed when walking sideways
            //奔跑的速度
            public float RunMultiplier = 2.0f;   // Speed when sprinting
            //奔跑键设置为LeftShift
	        public KeyCode RunKey = KeyCode.LeftShift;
            //跳跃的力
            public float JumpForce = 30f;
            //动画曲线,用在了模型动画播放时的碰撞盒缩放及重力调节
            public AnimationCurve SlopeCurveModifier = new AnimationCurve(new Keyframe(-90.0f, 1.0f), new Keyframe(0.0f, 1.0f), new Keyframe(90.0f, 0.0f));
            //当前的目标速度
            [HideInInspector] public float CurrentTargetSpeed = 8f;

#if !MOBILE_INPUT
            private bool m_Running;
#endif
            //更新所需的目标速度
            public void UpdateDesiredTargetSpeed(Vector2 input)
            {
	            if (input == Vector2.zero) return;
				if (input.x > 0 || input.x < 0)
				{
					//strafe
					CurrentTargetSpeed = StrafeSpeed;
				}
				if (input.y < 0)
				{
					//backwards
					CurrentTargetSpeed = BackwardSpeed;
				}
				if (input.y > 0)
				{
					//forwards
					//handled last as if strafing and moving forward at the same time forwards speed should take precedence
					CurrentTargetSpeed = ForwardSpeed;
				}
#if !MOBILE_INPUT
	            if (Input.GetKey(RunKey))
	            {
		            CurrentTargetSpeed *= RunMultiplier;
		            m_Running = true;
	            }
	            else
	            {
		            m_Running = false;
	            }
#endif
            }

#if !MOBILE_INPUT
            public bool Running
            {
                get { return m_Running; }
            }
#endif
        }

        //高级设置
        [Serializable]
        public class AdvancedSettings
        {
            //检查控制器是否接地的距离(0.01f似乎最适合这个)
            public float groundCheckDistance = 0.01f; // distance for checking if the controller is grounded ( 0.01f seems to work best for this )
            //停止这个角色
            public float stickToGroundHelperDistance = 0.5f; // stops the character
            //当没有输入时控制器到达停止的速度
            public float slowDownRate = 20f; // rate at which the controller comes to a stop when there is no input
            //用户能够控制在空气中移动的方向吗
            public bool airControl; // can the user control the direction that is being moved in the air
        }


        public Camera cam;
        public MovementSettings movementSettings = new MovementSettings();
        public MouseLook mouseLook = new MouseLook();
        public AdvancedSettings advancedSettings = new AdvancedSettings();


        private Rigidbody m_RigidBody;
        private CapsuleCollider m_Capsule;
        private float m_YRotation;
        private Vector3 m_GroundContactNormal;
        private bool m_Jump, m_PreviouslyGrounded, m_Jumping, m_IsGrounded;


        public Vector3 Velocity
        {
            get { return m_RigidBody.velocity; }
        }

        public bool Grounded
        {
            get { return m_IsGrounded; }
        }

        public bool Jumping
        {
            get { return m_Jumping; }
        }

        public bool Running
        {
            get
            {
 #if !MOBILE_INPUT
				return movementSettings.Running;
#else
	            return false;
#endif
            }
        }


        private void Start()
        {
            m_RigidBody = GetComponent();
            m_Capsule = GetComponent();
            mouseLook.Init (transform, cam.transform);
        }


        private void Update()
        {
            //控制视角转动到正常位置
            RotateView();
            //跳跃状态判断转移
            if (CrossPlatformInputManager.GetButtonDown("Jump") && !m_Jump)
            {
                m_Jump = true;
            }
        }

        //移动函数
        private void FixedUpdate()
        {
            //判断底部与地面的距离
            GroundCheck();
            //获得输入
            Vector2 input = GetInput();
            //如果检测到键盘有输入的话
            if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && (advancedSettings.airControl || m_IsGrounded))
            {
                // always move along the camera forward as it is the direction that it being aimed at
                //始终沿着摄像机向前移动,因为它是瞄准的方向
                Vector3 desiredMove = cam.transform.forward*input.y + cam.transform.right*input.x;
                desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized;

                desiredMove.x = desiredMove.x*movementSettings.CurrentTargetSpeed;
                desiredMove.z = desiredMove.z*movementSettings.CurrentTargetSpeed;
                desiredMove.y = desiredMove.y*movementSettings.CurrentTargetSpeed;
                //判断刚体上面的速度向量的平方是否 小于 当前移动速度的平方
                if (m_RigidBody.velocity.sqrMagnitude <
                    (movementSettings.CurrentTargetSpeed*movementSettings.CurrentTargetSpeed))
                {
                    //给刚体添加一个向前的作用力
                    m_RigidBody.AddForce(desiredMove*SlopeMultiplier(), ForceMode.Impulse);
                }
            }
            //是否在地面上,判断跳跃
            if (m_IsGrounded)
            {
                m_RigidBody.drag = 5f;

                if (m_Jump)
                {
                    m_RigidBody.drag = 0f;
                    m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z);
                    m_RigidBody.AddForce(new Vector3(0f, movementSettings.JumpForce, 0f), ForceMode.Impulse);
                    m_Jumping = true;
                }

                if (!m_Jumping && Mathf.Abs(input.x) < float.Epsilon && Mathf.Abs(input.y) < float.Epsilon && m_RigidBody.velocity.magnitude < 1f)
                {
                    m_RigidBody.Sleep();
                }
            }
            else
            {
                m_RigidBody.drag = 0f;
                if (m_PreviouslyGrounded && !m_Jumping)
                {
                    StickToGroundHelper();
                }
            }
            m_Jump = false;
        }

        //斜率乘数
        private float SlopeMultiplier()
        {
            float angle = Vector3.Angle(m_GroundContactNormal, Vector3.up);
            return movementSettings.SlopeCurveModifier.Evaluate(angle);
        }

        //判断是否在地面上,不在地面上就落在地面上
        private void StickToGroundHelper()
        {
            RaycastHit hitInfo;
            if (Physics.SphereCast(transform.position, m_Capsule.radius, Vector3.down, out hitInfo,
                                   ((m_Capsule.height/2f) - m_Capsule.radius) +
                                   advancedSettings.stickToGroundHelperDistance))
            {
                if (Mathf.Abs(Vector3.Angle(hitInfo.normal, Vector3.up)) < 85f)
                {
                    m_RigidBody.velocity = Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal);
                }
            }
        }

        //检测键盘输入
        private Vector2 GetInput()
        {
            
            Vector2 input = new Vector2
                {
                    x = CrossPlatformInputManager.GetAxis("Horizontal"),
                    y = CrossPlatformInputManager.GetAxis("Vertical")
                };
			movementSettings.UpdateDesiredTargetSpeed(input);
            return input;
        }

        //视角移动
        private void RotateView()
        {
            //avoids the mouse looking if the game is effectively paused
            if (Mathf.Abs(Time.timeScale) < float.Epsilon) return;

            // get the rotation before it's changed
            float oldYRotation = transform.eulerAngles.y;

            mouseLook.LookRotation (transform, cam.transform);

            if (m_IsGrounded || advancedSettings.airControl)
            {
                // Rotate the rigidbody velocity to match the new direction that the character is looking
                Quaternion velRotation = Quaternion.AngleAxis(transform.eulerAngles.y - oldYRotation, Vector3.up);
                m_RigidBody.velocity = velRotation*m_RigidBody.velocity;
            }
        }


        /// sphere cast down just beyond the bottom of the capsule to see if the capsule is colliding round the bottom
        //球体在胶囊的底部被压下,看看胶囊是否在底部碰撞
        private void GroundCheck()
        {
            m_PreviouslyGrounded = m_IsGrounded;
            RaycastHit hitInfo;
            if (Physics.SphereCast(transform.position, m_Capsule.radius, Vector3.down, out hitInfo,
                                   ((m_Capsule.height/2f) - m_Capsule.radius) + advancedSettings.groundCheckDistance))
            {
                m_IsGrounded = true;
                m_GroundContactNormal = hitInfo.normal;
            }
            else
            {
                m_IsGrounded = false;
                m_GroundContactNormal = Vector3.up;
            }
            if (!m_PreviouslyGrounded && m_IsGrounded && m_Jumping)
            {
                m_Jumping = false;
            }
        }
    }
}

主要的人物移动代码

m_RigidBody.AddForce(desiredMove*SlopeMultiplier(), ForceMode.Impulse);


desiredMove 这个是获取到摄像机正前方 x 键盘输入 Vertical的值
                   摄像机右边 x 键盘输入 Horizontal的值
SlopeMuliplier 是斜率乘数  说白了就是摩擦力 反作用力
ForceMode 作用力方式 枚举类型
(1)ForceMode.Force:默认方式,使用刚体的质量计算,以每帧间隔时间为单位计算动量。
(2)ForceMode.Acceleration:在此种作用方式下会忽略刚体的实际质量而采用默认值1.0f,时间间隔以系统帧频间隔计算(默认值为0.02s)
(3)ForceMode.Impulse:此种方式采用瞬间力作用方式,即把t的值默认为1,不再采用系统的帧频间隔
(4)ForceMode.VelocityChange:此种作用方式下将忽略刚体的实际质量,采用默认质量1.0,同时也忽略系统的实际帧频间隔,采用默认间隔1.0

5.接下来是官方第一人称控制器的自带的摇杆

【Unity3D】 官方自带人物控制器研究_第5张图片
接下来介绍这几种预制体
CarTiltControls
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【Unity3D】 官方自带人物控制器研究_第7张图片
【Unity3D】 官方自带人物控制器研究_第8张图片
用于赛车游戏的跨平台输入控制。可选择两种输入形式:

一,Vertical轴输入值由一对按钮控制,Horizontal轴输入值由设备重力感应控制(目标平台为PC时使用鼠标位置模拟,下同);

二,两个方向的输入值均由触屏滑动(移动设备)或鼠标拖拽(PC)控制。
  
DualTouchControls
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【Unity3D】 官方自带人物控制器研究_第10张图片
【Unity3D】 官方自带人物控制器研究_第11张图片

下面是TouchPad代码

using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;

namespace UnityStandardAssets.CrossPlatformInput
{
    //自动添加的组件
	[RequireComponent(typeof(Image))]
	public class TouchPad : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
	{
		// Options for which axes to use
        //使用那个轴
		public enum AxisOption
		{
			Both, // Use both
			OnlyHorizontal, // Only horizontal
			OnlyVertical // Only vertical
		}

        //控制方式
		public enum ControlStyle
		{
            //绝对的,从图片的中心操作
			Absolute, // operates from teh center of the image
            //相对的,从触碰到的中心开始操作
			Relative, // operates from the center of the initial touch
            //从滑动触碰开始,没有中心
			Swipe, // swipe to touch touch no maintained center
		}


		public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use
		public ControlStyle controlStyle = ControlStyle.Absolute; // control style to use
		public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input
		public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input
		public float Xsensitivity = 1f;
		public float Ysensitivity = 1f;

        //起始点
		Vector3 m_StartPos;
        //上一个点
		Vector2 m_PreviousDelta;
        //Joytick输出
        Vector3 m_JoytickOutput;
        //使用X或者Y轴
		bool m_UseX; // Toggle for using the x axis
		bool m_UseY; // Toggle for using the Y axis
        //参考交叉平台输入中的操纵杆
		CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input
		CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input
        //是否在拖动
        bool m_Dragging;
		int m_Id = -1;
        //刷卡方式控制触摸
        Vector2 m_PreviousTouchPos; // swipe style control touch


#if !UNITY_EDITOR
    private Vector3 m_Center;
    private Image m_Image;
#else
        //鼠标开始的位置
		Vector3 m_PreviousMouse;
#endif

		void OnEnable()
		{
            //创建虚拟轴
			CreateVirtualAxes();
#if !UNITY_EDITOR
        m_Image = GetComponent<Image>();
        m_Center = m_Image.transform.position;
#endif
		}

        //创建虚拟轴
        void CreateVirtualAxes()
		{
			// set axes to use
            //设置轴使用
			m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
			m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);

            // create new axes based on axes to use
            //创建新的基于使用的坐标轴
            if (m_UseX)
			{
				m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
				CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
			}
			if (m_UseY)
			{
				m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
				CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
			}
		}

        //更新轴的位置
		void UpdateVirtualAxes(Vector3 value)
		{
			value = value.normalized;
			if (m_UseX)
			{
				m_HorizontalVirtualAxis.Update(value.x);
			}

			if (m_UseY)
			{
				m_VerticalVirtualAxis.Update(value.y);
			}
		}

        //按下指示器
		public void OnPointerDown(PointerEventData data)
		{
			m_Dragging = true;
			m_Id = data.pointerId;
#if !UNITY_EDITOR
        if (controlStyle != ControlStyle.Absolute )
            m_Center = data.position;
#endif
		}

        //获得拖动的坐标并且更新坐标轴
		void Update()
		{
			if (!m_Dragging)
			{
				return;
			}
            if (Input.touchCount == 2)
            {
                if (Input.GetTouch(0).phase == TouchPhase.Moved || Input.GetTouch(1).phase == TouchPhase.Moved)
                {
                    var tempPosition1 = Input.GetTouch(0).position;
                    var tempPosition2 = Input.GetTouch(1).position;
                    float sprtTemp = Mathf.Sqrt((tempPosition1.x - tempPosition2.x) * (tempPosition1.x - tempPosition2.x) + (tempPosition1.y - tempPosition2.y) * (tempPosition1.y - tempPosition2.y));
                }
            }
            //手指点击的时候id是1,但是如果点住之后不松开然后滑动的话下面的if就会执行
			if (Input.touchCount >= m_Id + 1 && m_Id != -1)
			{
#if !UNITY_EDITOR

            if (controlStyle == ControlStyle.Swipe)
            {
                m_Center = m_PreviousTouchPos;
                m_PreviousTouchPos = Input.touches[m_Id].position;
            }
            Vector2 pointerDelta = new Vector2(Input.touches[m_Id].position.x - m_Center.x , Input.touches[m_Id].position.y - m_Center.y).normalized;
            pointerDelta.x *= Xsensitivity;
            pointerDelta.y *= Ysensitivity;
#else
				Vector2 pointerDelta;
				pointerDelta.x = Input.mousePosition.x - m_PreviousMouse.x;
				pointerDelta.y = Input.mousePosition.y - m_PreviousMouse.y;
				m_PreviousMouse = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0f);
#endif
				UpdateVirtualAxes(new Vector3(pointerDelta.x, pointerDelta.y, 0));
			}
		}

        //松开指示器
		public void OnPointerUp(PointerEventData data)
		{
			m_Dragging = false;
			m_Id = -1;
			UpdateVirtualAxes(Vector3.zero);
		}

        //程序关闭调用
		void OnDisable()
		{
			if (CrossPlatformInputManager.AxisExists(horizontalAxisName))
				CrossPlatformInputManager.UnRegisterVirtualAxis(horizontalAxisName);

			if (CrossPlatformInputManager.AxisExists(verticalAxisName))
				CrossPlatformInputManager.UnRegisterVirtualAxis(verticalAxisName);
		}
	}
}

【Unity3D】 官方自带人物控制器研究_第12张图片
左边手指滑动可以控制行走
右边手指滑动可以控制视角转动
Jump就是跳
演示了多点触控情景下TouchPad脚本的使用方式,通过将不同区域的滑动或拖拽数据映射到不同的虚拟轴来避免冲突。

MobileAircraftControls
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【Unity3D】 官方自带人物控制器研究_第16张图片
【Unity3D】 官方自带人物控制器研究_第17张图片

用于飞行器的跨平台输入控制。主要演示了ButtonHandler脚本的使用,自动将触控或鼠标指针的按下和抬起映射为特定虚拟轴的状态变化。同时将重力感应数据映射为横向和纵向输入值。
MoblieSingleStickControl
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【Unity3D】 官方自带人物控制器研究_第20张图片
主要演示Joystick脚本的使用,通过滑动或拖拽控制输入,与TouchPad的区别在于
MobileJoystick的使用是根据手指拖动的距离来移动
而TouchPad是与上一帧位置间的距离作为输入值

MobileTiltControlRig
无UI元素,可在代码中通过CrossPlatformInputManager获取其映射轴的值,输入来源为重力感应数据(移动平台)或鼠标位置(PC)。
【Unity3D】 官方自带人物控制器研究_第21张图片
【Unity3D】 官方自带人物控制器研究_第22张图片

7.摇杆使用的注意事项

首先如果不是在安卓平台的话,直接把预制体拖入层级视图Hierarchy是不会显示的
首先切换成安卓平台 File->BUild Settings->选中安卓平台Android->Switch platform就行了
然后把预制体拖入到层级视图里面就显示了

最后附上一段Joystick脚本在不同方向显示不同sprite的代码
也就是人们常说的八方向控制摇杆移动的方法
判断角度控制摇杆移动

Joystick脚本,这个脚本我已经修改过了,加了一个8个方向显示不同的Sprite的效果

using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;

namespace UnityStandardAssets.CrossPlatformInput
{
    public class Joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
    {
        public Sprite[] sourceImage;
        private Image mobileJoystickImage;

        private Image arrowImage;
        private Image backgroundImage;

        public Material[] materialsImage;

        //虚拟轴的选择
        public enum AxisOption
        {
            // Options for which axes to use
            //两种都有
            Both, // Use both
            //只有横轴
            OnlyHorizontal, // Only horizontal
            //只有纵轴
            OnlyVertical // Only vertical
        }

        //移动的幅度
        public int MovementRange = 100;
        //使用的是个虚拟轴
        public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use
        public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input
        public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input

        //初始点
        Vector3 m_StartPos;
        //使用x轴
        bool m_UseX; // Toggle for using the x axis
        //使用y轴
        bool m_UseY; // Toggle for using the Y axis
        //处理跨平台的虚拟轴input数据,然后移动
        CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input
        CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input

        void Start()
        {
            mobileJoystickImage = GameObject.Find("MobileJoystick").GetComponent<Image>();
            arrowImage = GameObject.Find("ArrowImage").GetComponent<Image>();
            backgroundImage = GameObject.Find("BackgroundImage").GetComponent<Image>();

            arrowImage.enabled = false;
            backgroundImage.enabled = false;
        }
        void OnEnable()
        {
            //初始点的位置
            m_StartPos = transform.localPosition;
            //创建虚拟轴的位置
            CreateVirtualAxes();
        }

        //更新虚拟轴的位置
        void UpdateVirtualAxes(Vector3 value)
        {
            //value是手指拖动虚拟轴移动后的位置
            var delta = value - m_StartPos;
            delta /= MovementRange;
            if (m_UseX)
            {
                //更新x轴的坐标
                m_HorizontalVirtualAxis.Update(delta.x);
            }

            if (m_UseY)
            {
                //更新y轴的坐标
                m_VerticalVirtualAxis.Update(delta.y);
            }
        }

        //创建虚拟轴的位置
        void CreateVirtualAxes()
        {
            // set axes to use
            //设置轴使用
            m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
            m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);

            // create new axes based on axes to use
            //创建基于坐标轴的新轴使用
            if (m_UseX)
            {
                m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
                CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
            }
            if (m_UseY)
            {
                m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
                CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
            }
        }


        //手指拖动虚拟杆的时候调用这个函数
        public void OnDrag(PointerEventData data)
        {
            arrowImage.enabled = true;
            backgroundImage.enabled = true;
            Vector3 newPos = Vector3.zero;
            //根据拖动的坐标值返回角度
            float angles = Mathf.Atan2(data.position.y - m_StartPos.x, data.position.x - m_StartPos.y) * Mathf.Rad2Deg;
            #region 四个方向 
            //if (angles > -45 && angles < 0 || angles > 45 && angles < 90)
            //{
            //    //right
            //    mobileJoystickImage.sprite = sourceImage[3];
            //}
            //else if (angles > 90 && angles < 135)
            //{
            //    //forware
            //    mobileJoystickImage.sprite = sourceImage[0];
            //}
            //else if (angles > 135 && angles < 179 || angles > -145 && angles < -180)
            //{
            //    //left
            //    mobileJoystickImage.sprite = sourceImage[2];
            //}
            //else if (angles < -45 && angles > -135)
            //{
            //    //back
            //    mobileJoystickImage.sprite = sourceImage[1];
            //}
            //if (data.position.x == 200 && data.position.y == 200)
            //{
            //    //origin
            //    mobileJoystickImage.sprite = sourceImage[4];
            //}
            #endregion
            
            #region 八个方向
            if (angles > 67.5 && angles < 112.5)
            {
                //up
                arrowImage.sprite = sourceImage[0];
            }
            else if (angles > 112.5 && angles < 157.5)
            {
                //leftup
                arrowImage.sprite = sourceImage[4];
            }
            else if (angles > 157.5 && angles < 180 || angles > -180 && angles < -157.5)
            {
                //left
                arrowImage.sprite = sourceImage[2];
            }
            else if (angles > -157.5 && angles < -112.5)
            {
                //leftdown
                arrowImage.sprite = sourceImage[5];
            }
            else if (angles > -112.5 && angles < -67.5)
            {
                //down
                arrowImage.sprite = sourceImage[1];
            }
            else if (angles > -67.5 && angles < -22.5)
            {
                //rightdown
                arrowImage.sprite = sourceImage[7];
            }

            else if (angles > -22.5 && angles < 22.5)
            {
                //right
                arrowImage.sprite = sourceImage[3];
            }
            else if (angles > 22.5 && angles < 67.5)
            {
                //rightup
                arrowImage.sprite = sourceImage[6];
            }
            
            #endregion

            //返回x轴的值
            if (m_UseX)
            {
                int delta = (int)(data.position.x - m_StartPos.x);
                delta = Mathf.Clamp(delta, -MovementRange, MovementRange);
                newPos.x = delta;
            }
            //返回y轴的值
            if (m_UseY)
            {
                int delta = (int)(data.position.y - m_StartPos.y);
                delta = Mathf.Clamp(delta, -MovementRange, MovementRange);
                newPos.y = delta;
            }
            //虚拟轴移动到的位置
            transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z);
            //更新虚拟轴的位置
            UpdateVirtualAxes(transform.position);
        }

        //松开虚拟轴
        public void OnPointerUp(PointerEventData data)
        {
            mobileJoystickImage.sprite = sourceImage[8];
            arrowImage.enabled = false;
            backgroundImage.enabled = false;

            transform.position = m_StartPos;
            UpdateVirtualAxes(m_StartPos);
        }

        //按下虚拟轴
        public void OnPointerDown(PointerEventData data) { }

        //从交叉平台的输入中删除操纵杆
        void OnDisable()
        {
            // remove the joysticks from the cross platform input
            if (m_UseX)
            {
                m_HorizontalVirtualAxis.Remove();
            }
            if (m_UseY)
            {
                m_VerticalVirtualAxis.Remove();
            }
        }
    }
}

还有就是如果想要joystick的按钮有动态的显示,比如按下之后高亮,或者开始隐藏,点击之后出现,或者拖动按钮出位置之后隐藏这些功能的话可以添加 UGUI的Button组件
【Unity3D】 官方自带人物控制器研究_第23张图片

  • Normal Color 没有点击的时候的颜色
  • Highlighted Color高亮显示
  • Pressed Color按压的时候的颜色
  • Disabled Color 不在点击状态的时候的颜色
  • Color Multiplier 颜色乘数
  • Fade Duration 淡入淡出持续时间

设置这些颜色的alpha的值就可以了

8.对了,还有第三人称控制器

【Unity3D】 官方自带人物控制器研究_第24张图片
有两个预制体,两个预制体不同的地方在于一个是AI有NavMeshAgent控制器
一个没有
AIThirdPersonController
重要组件 Animator、Rigidbody 、CapsuleCollider、NavMeshAgent、AICharacterControl、ThirdPersonCharactterr
【Unity3D】 官方自带人物控制器研究_第25张图片

AICharacterControl脚本

using System;
using UnityEngine;

namespace UnityStandardAssets.Characters.ThirdPerson
{
    [RequireComponent(typeof (NavMeshAgent))]
    [RequireComponent(typeof (ThirdPersonCharacter))]
    public class AICharacterControl : MonoBehaviour
    {
        //获得自动寻路的NavMeshAgent
        public NavMeshAgent agent { get; private set; } // the navmesh agent required for the path finding
        //脚本ThirdPersonCHaracter控制行走
        public ThirdPersonCharacter character { get; private set; } // the character we are controlling
        //目标点
        public Transform target; // target to aim for

        // Use this for initialization
        private void Start()
        {
            // get the components on the object we need ( should not be null due to require component so no need to check )
            agent = GetComponentInChildren<NavMeshAgent>();
            character = GetComponent<ThirdPersonCharacter>();

	        agent.updateRotation = false;
	        agent.updatePosition = true;
        }


        // Update is called once per frame
        private void Update()
        {
            if (target != null)
            {
                agent.SetDestination(target.position);
                // use the values to move the character
                //使用值来移动字符
                character.Move(agent.desiredVelocity, false, false);
            }
            else
            {
                // We still need to call the character's move function, but we send zeroed input as the move param.
                // 仍然调用Move函数,但是输入zero点
                character.Move(Vector3.zero, false, false);
            }

        }

        //获得目标点
        public void SetTarget(Transform target)
        {
            this.target = target;
        }
    }
}

ThirdPersonCharacter脚本

using UnityEngine;

namespace UnityStandardAssets.Characters.ThirdPerson
{
    //自动关联组件
	[RequireComponent(typeof(Rigidbody))]
	[RequireComponent(typeof(CapsuleCollider))]
	[RequireComponent(typeof(Animator))]
	public class ThirdPersonCharacter : MonoBehaviour
	{
        //人物转向的速度
		[SerializeField] float m_MovingTurnSpeed = 360;
        //固定的转动速度
        [SerializeField] float m_StationaryTurnSpeed = 180;
        //跳跃的高度
		[SerializeField] float m_JumpPower = 12f;
        //重力乘数
        [Range(1f, 4f)][SerializeField] float m_GravityMultiplier = 2f;
        //跑的时候的偏移值
		[SerializeField] float m_RunCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others
        //移动速度乘数
        [SerializeField] float m_MoveSpeedMultiplier = 1f;
        //动画播放速度乘数
		[SerializeField] float m_AnimSpeedMultiplier = 1f;
        //地面检查距离
        [SerializeField] float m_GroundCheckDistance = 0.1f;

		Rigidbody m_Rigidbody;
		Animator m_Animator;
        //是否接地
		bool m_IsGrounded;
        //接地坚持距离
		float m_OrigGroundCheckDistance;
        //一半
		const float k_Half = 0.5f;
        //转动的数量
		float m_TurnAmount;
        //正向的数量
		float m_ForwardAmount;
        //接地的坐标轴
		Vector3 m_GroundNormal;
        //胶囊体的高度
		float m_CapsuleHeight;
        //胶囊体的中心点
		Vector3 m_CapsuleCenter;
        //胶囊碰撞体
		CapsuleCollider m_Capsule;
        //蹲伏
		bool m_Crouching;


		void Start()
		{
			m_Animator = GetComponent<Animator>();
			m_Rigidbody = GetComponent<Rigidbody>();
			m_Capsule = GetComponent<CapsuleCollider>();
            //获得组件上面的胶囊碰撞体的高度和中心点
			m_CapsuleHeight = m_Capsule.height;
			m_CapsuleCenter = m_Capsule.center;

            //m_Rigidbody.constraints控制自由度的自由度可以用来模拟这个刚性体
            m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
			m_OrigGroundCheckDistance = m_GroundCheckDistance;
		}

        //人物移动函数
		public void Move(Vector3 move, bool crouch, bool jump)
		{
			// convert the world relative moveInput vector into a local-relative
			// turn amount and forward amount required to head in the desired
			// direction.
            //如果获得的向量的长度大于1,就让它标准化向量
			if (move.magnitude > 1f) move.Normalize();
            //逆向
			move = transform.InverseTransformDirection(move);
            //地面检测
			CheckGroundStatus();
            //Vector3.ProjectOnPlane将向量投影到平面上的正交正交平面上的向量
            move = Vector3.ProjectOnPlane(move, m_GroundNormal);
            m_TurnAmount = Mathf.Atan2(move.x, move.z);
			m_ForwardAmount = move.z;

            //转向的速度
			ApplyExtraTurnRotation();

            // control and velocity handling is different when grounded and airborne:
            //地面和空中的控制和速度处理是不同的:
            if (m_IsGrounded) //在地面上
            {
				HandleGroundedMovement(crouch, jump);
			}
            else //不在地面上
            {
				HandleAirborneMovement();
			}

            //如果胶囊体是蹲伏状态
			ScaleCapsuleForCrouching(crouch);
            //防止站在低处
            PreventStandingInLowHeadroom();

            // send input and other state parameters to the animator
            //向动画器发送输入和其他状态参数
            UpdateAnimator(move);
		}

        //胶囊体是蹲伏状态
        void ScaleCapsuleForCrouching(bool crouch)
		{
			if (m_IsGrounded && crouch)
			{
				if (m_Crouching) return;
				m_Capsule.height = m_Capsule.height / 2f;
				m_Capsule.center = m_Capsule.center / 2f;
				m_Crouching = true;
			}
			else
			{
				Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
				float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
				if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength))
				{
					m_Crouching = true;
					return;
				}
				m_Capsule.height = m_CapsuleHeight;
				m_Capsule.center = m_CapsuleCenter;
				m_Crouching = false;
			}
		}

        //防止站在低处
        void PreventStandingInLowHeadroom()
		{
			// prevent standing up in crouch-only zones
			if (!m_Crouching)
			{
				Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
				float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
				if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength))
				{
					m_Crouching = true;
				}
			}
		}

        //向动画器发送输入和其他状态参数
        void UpdateAnimator(Vector3 move)
		{
			// update the animator parameters
			m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime);
			m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime);
			m_Animator.SetBool("Crouch", m_Crouching);
			m_Animator.SetBool("OnGround", m_IsGrounded);
			if (!m_IsGrounded)
			{
				m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y);
			}

			// calculate which leg is behind, so as to leave that leg trailing in the jump animation
			// (This code is reliant on the specific run cycle offset in our animations,
			// and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5)
			float runCycle =
				Mathf.Repeat(
					m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1);
			float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount;
			if (m_IsGrounded)
			{
				m_Animator.SetFloat("JumpLeg", jumpLeg);
			}

			// the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector,
			// which affects the movement speed because of the root motion.
			if (m_IsGrounded && move.magnitude > 0)
			{
				m_Animator.speed = m_AnimSpeedMultiplier;
			}
			else
			{
				// don't use that while airborne
				m_Animator.speed = 1;
			}
		}

        //处理机载运动
        void HandleAirborneMovement()
		{
			// apply extra gravity from multiplier:
			Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity;
			m_Rigidbody.AddForce(extraGravityForce);

			m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f;
		}

        //处理接地运动
        void HandleGroundedMovement(bool crouch, bool jump)
		{
			// check whether conditions are right to allow a jump:
			if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded"))
			{
				// jump!
				m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z);
				m_IsGrounded = false;
				m_Animator.applyRootMotion = false;
				m_GroundCheckDistance = 0.1f;
			}
		}

        //转向的速度
        void ApplyExtraTurnRotation()
		{
            // help the character turn faster (this is in addition to root rotation in the animation)
            //帮助字符转得更快(这是在动画的根旋转之外)
            float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount);
			transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0);
		}

        //动画移动
		public void OnAnimatorMove()
		{
			// we implement this function to override the default root motion.
			// this allows us to modify the positional speed before it's applied.
			if (m_IsGrounded && Time.deltaTime > 0)
			{
				Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;

				// we preserve the existing y part of the current velocity.
				v.y = m_Rigidbody.velocity.y;
				m_Rigidbody.velocity = v;
			}
		}

        //地面检测
		void CheckGroundStatus()
		{
			RaycastHit hitInfo;
#if UNITY_EDITOR
            // helper to visualise the ground check ray in the scene view
            //在场景视图中显示地面检查光线的助手
            Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance));
#endif
// 0.1f is a small offset to start the ray from inside the character
// it is also good to note that the transform position in the sample assets is at the base of the character
// 0.1 f是一个小的偏移量,可以从字符内部开始射线
// 值得注意的是,示例资产中的转换位置位于字符的底部

            if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance))
			{
				m_GroundNormal = hitInfo.normal;
				m_IsGrounded = true;
				m_Animator.applyRootMotion = true;
			}
			else
			{
				m_IsGrounded = false;
				m_GroundNormal = Vector3.up;
				m_Animator.applyRootMotion = false;
			}
		}
	}
}

ThirdPersonController
重要组件 Animator、Rigidbody 、CapsuleCollider、ThirdPersonUserControl、ThirdPersonCharactterr
【Unity3D】 官方自带人物控制器研究_第26张图片
ThiredPersonUserControl脚本

using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;

namespace UnityStandardAssets.Characters.ThirdPerson
{
    [RequireComponent(typeof (ThirdPersonCharacter))]
    public class ThirdPersonUserControl : MonoBehaviour
    {
        //引用对象上的ThirdPersonCharacter
        private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
        private Transform m_Cam;                  // A reference to the main camera in the scenes transform
        private Vector3 m_CamForward;             // The current forward direction of the camera
        private Vector3 m_Move;
        private bool m_Jump;                      // the world-relative desired move direction, calculated from the camForward and user input.

        
        private void Start()
        {
            // get the transform of the main camera
            if (Camera.main != null)
            {
                m_Cam = Camera.main.transform;
            }
            else
            {
                Debug.LogWarning(
                    "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.");
                // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
            }

            // get the third person character ( this should never be null due to require component )
            m_Character = GetComponent<ThirdPersonCharacter>();
        }


        private void Update()
        {
            if (!m_Jump)
            {
                m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
            }
        }

        //移动函数
        // Fixed update is called in sync with physics
        private void FixedUpdate()
        {
            // read inputs
            float h = CrossPlatformInputManager.GetAxis("Horizontal");
            float v = CrossPlatformInputManager.GetAxis("Vertical");
            bool crouch = Input.GetKey(KeyCode.C);

            // calculate move direction to pass to character
            if (m_Cam != null)
            {
                // calculate camera relative direction to move:
                m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
                m_Move = v*m_CamForward + h*m_Cam.right;
            }
            else
            {
                // we use world-relative directions in the case of no main camera
                m_Move = v*Vector3.forward + h*Vector3.right;
            }
#if !MOBILE_INPUT
			// walk speed multiplier
	        if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
#endif

            // pass all parameters to the character control script
            m_Character.Move(m_Move, crouch, m_Jump);
            m_Jump = false;
        }
    }
}

ThirdPersonCharacter脚本

using UnityEngine;

namespace UnityStandardAssets.Characters.ThirdPerson
{
    //自动关联组件
	[RequireComponent(typeof(Rigidbody))]
	[RequireComponent(typeof(CapsuleCollider))]
	[RequireComponent(typeof(Animator))]
	public class ThirdPersonCharacter : MonoBehaviour
	{
        //人物转向的速度
		[SerializeField] float m_MovingTurnSpeed = 360;
        //固定的转动速度
        [SerializeField] float m_StationaryTurnSpeed = 180;
        //跳跃的高度
		[SerializeField] float m_JumpPower = 12f;
        //重力乘数
        [Range(1f, 4f)][SerializeField] float m_GravityMultiplier = 2f;
        //跑的时候的偏移值
		[SerializeField] float m_RunCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others
        //移动速度乘数
        [SerializeField] float m_MoveSpeedMultiplier = 1f;
        //动画播放速度乘数
		[SerializeField] float m_AnimSpeedMultiplier = 1f;
        //地面检查距离
        [SerializeField] float m_GroundCheckDistance = 0.1f;

		Rigidbody m_Rigidbody;
		Animator m_Animator;
        //是否接地
		bool m_IsGrounded;
        //接地坚持距离
		float m_OrigGroundCheckDistance;
        //一半
		const float k_Half = 0.5f;
        //转动的数量
		float m_TurnAmount;
        //正向的数量
		float m_ForwardAmount;
        //接地的坐标轴
		Vector3 m_GroundNormal;
        //胶囊体的高度
		float m_CapsuleHeight;
        //胶囊体的中心点
		Vector3 m_CapsuleCenter;
        //胶囊碰撞体
		CapsuleCollider m_Capsule;
        //蹲伏
		bool m_Crouching;


		void Start()
		{
			m_Animator = GetComponent<Animator>();
			m_Rigidbody = GetComponent<Rigidbody>();
			m_Capsule = GetComponent<CapsuleCollider>();
            //获得组件上面的胶囊碰撞体的高度和中心点
			m_CapsuleHeight = m_Capsule.height;
			m_CapsuleCenter = m_Capsule.center;

            //m_Rigidbody.constraints控制自由度的自由度可以用来模拟这个刚性体
            m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
			m_OrigGroundCheckDistance = m_GroundCheckDistance;
		}

        //人物移动函数
		public void Move(Vector3 move, bool crouch, bool jump)
		{
			// convert the world relative moveInput vector into a local-relative
			// turn amount and forward amount required to head in the desired
			// direction.
            //如果获得的向量的长度大于1,就让它标准化向量
			if (move.magnitude > 1f) move.Normalize();
            //逆向
			move = transform.InverseTransformDirection(move);
            //地面检测
			CheckGroundStatus();
            //Vector3.ProjectOnPlane将向量投影到平面上的正交正交平面上的向量
            move = Vector3.ProjectOnPlane(move, m_GroundNormal);
            m_TurnAmount = Mathf.Atan2(move.x, move.z);
			m_ForwardAmount = move.z;

            //转向的速度
			ApplyExtraTurnRotation();

            // control and velocity handling is different when grounded and airborne:
            //地面和空中的控制和速度处理是不同的:
            if (m_IsGrounded) //在地面上
            {
				HandleGroundedMovement(crouch, jump);
			}
            else //不在地面上
            {
				HandleAirborneMovement();
			}

            //如果胶囊体是蹲伏状态
			ScaleCapsuleForCrouching(crouch);
            //防止站在低处
            PreventStandingInLowHeadroom();

            // send input and other state parameters to the animator
            //向动画器发送输入和其他状态参数
            UpdateAnimator(move);
		}

        //胶囊体是蹲伏状态
        void ScaleCapsuleForCrouching(bool crouch)
		{
			if (m_IsGrounded && crouch)
			{
				if (m_Crouching) return;
				m_Capsule.height = m_Capsule.height / 2f;
				m_Capsule.center = m_Capsule.center / 2f;
				m_Crouching = true;
			}
			else
			{
				Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
				float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
				if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength))
				{
					m_Crouching = true;
					return;
				}
				m_Capsule.height = m_CapsuleHeight;
				m_Capsule.center = m_CapsuleCenter;
				m_Crouching = false;
			}
		}

        //防止站在低处
        void PreventStandingInLowHeadroom()
		{
			// prevent standing up in crouch-only zones
			if (!m_Crouching)
			{
				Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
				float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
				if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength))
				{
					m_Crouching = true;
				}
			}
		}

        //向动画器发送输入和其他状态参数
        void UpdateAnimator(Vector3 move)
		{
			// update the animator parameters
			m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime);
			m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime);
			m_Animator.SetBool("Crouch", m_Crouching);
			m_Animator.SetBool("OnGround", m_IsGrounded);
			if (!m_IsGrounded)
			{
				m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y);
			}

			// calculate which leg is behind, so as to leave that leg trailing in the jump animation
			// (This code is reliant on the specific run cycle offset in our animations,
			// and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5)
			float runCycle =
				Mathf.Repeat(
					m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1);
			float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount;
			if (m_IsGrounded)
			{
				m_Animator.SetFloat("JumpLeg", jumpLeg);
			}

			// the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector,
			// which affects the movement speed because of the root motion.
			if (m_IsGrounded && move.magnitude > 0)
			{
				m_Animator.speed = m_AnimSpeedMultiplier;
			}
			else
			{
				// don't use that while airborne
				m_Animator.speed = 1;
			}
		}

        //处理机载运动
        void HandleAirborneMovement()
		{
			// apply extra gravity from multiplier:
			Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity;
			m_Rigidbody.AddForce(extraGravityForce);

			m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f;
		}

        //处理接地运动
        void HandleGroundedMovement(bool crouch, bool jump)
		{
			// check whether conditions are right to allow a jump:
			if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded"))
			{
				// jump!
				m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z);
				m_IsGrounded = false;
				m_Animator.applyRootMotion = false;
				m_GroundCheckDistance = 0.1f;
			}
		}

        //转向的速度
        void ApplyExtraTurnRotation()
		{
            // help the character turn faster (this is in addition to root rotation in the animation)
            //帮助字符转得更快(这是在动画的根旋转之外)
            float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount);
			transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0);
		}

        //动画移动
		public void OnAnimatorMove()
		{
			// we implement this function to override the default root motion.
			// this allows us to modify the positional speed before it's applied.
			if (m_IsGrounded && Time.deltaTime > 0)
			{
				Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;

				// we preserve the existing y part of the current velocity.
				v.y = m_Rigidbody.velocity.y;
				m_Rigidbody.velocity = v;
			}
		}

        //地面检测
		void CheckGroundStatus()
		{
			RaycastHit hitInfo;
#if UNITY_EDITOR
            // helper to visualise the ground check ray in the scene view
            //在场景视图中显示地面检查光线的助手
            Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance));
#endif
// 0.1f is a small offset to start the ray from inside the character
// it is also good to note that the transform position in the sample assets is at the base of the character
// 0.1 f是一个小的偏移量,可以从字符内部开始射线
// 值得注意的是,示例资产中的转换位置位于字符的底部

            if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance))
			{
				m_GroundNormal = hitInfo.normal;
				m_IsGrounded = true;
				m_Animator.applyRootMotion = true;
			}
			else
			{
				m_IsGrounded = false;
				m_GroundNormal = Vector3.up;
				m_Animator.applyRootMotion = false;
			}
		}
	}
}

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