鼠标控制人物控制器移动

using UnityEngine;
using System.Collections;

public  class PlayerMoveToTarget : MonoBehaviour {
    
     public CharacterController[] players;
     public Vector3[] targetPosition;

     private  int rotationSpeed =  5;
     private  float speed =  0.05f;
     public Camera camera;
     void Start(){
        targetPosition =  new Vector3[players.Length];
         for( int i= 0;i<players.Length;i++){
            targetPosition[i]=Vector3.zero;
        }
    }

     void Update () {
         if(Input.GetMouseButtonUp( 0)){
            SetTargetPosition();
        }
         for( int i= 0;i<players.Length;i++){
             if (targetPosition[i]!=Vector3.zero){
                 this.MoveTo(i);
            }
        }
    }
    
     void SetTargetPosition(){
        Vector3 cursorScreenPosition = Input.mousePosition; // 鼠标在屏幕上的位置   
        Ray ray = camera.ScreenPointToRay(cursorScreenPosition); // 在鼠标所在的屏幕位置发出一条射线(暂名该射线为x射线)   
        RaycastHit hit;  
         if(Physics.Raycast(ray, out hit)){  
            if(hit.collider.gameObject.name== " Terrain "){ // 设置地形name为Terrain 
                 for( int i= 0;i<players.Length;i++){
                    targetPosition[i]=hit.point;
                }
           }  
        }  
    }
    
     public   void MoveTo( int controllerIndex){

         if(Mathf.Abs(Vector3.Distance(targetPosition[controllerIndex], players[controllerIndex].transform.position))< 1.3f){
            targetPosition[controllerIndex] = Vector3.zero;
             return;    
        }

        players[controllerIndex].transform.LookAt( new Vector3(targetPosition[controllerIndex].x,players[controllerIndex].transform.position.y,targetPosition[controllerIndex].z));
        
        Vector3 v = Vector3.ClampMagnitude(targetPosition[controllerIndex] -  players[controllerIndex].transform.position,speed); 
        players[controllerIndex].Move(v);
   }
}

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