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
Assets->Standard Assets ->Characters ->FirstPersonCharacter ->Prefabs
选择预制体拖入到场景中就可以使用了
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
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
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
//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
接下来介绍这几种预制体
CarTiltControls
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
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);
}
}
}
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。
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
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)。
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
设置这些颜色的alpha的值就可以了
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
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
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;
}
}
}
}