unity 人物走动声音_Unity简单的实现人物的移动,跳跃,视角的转动

在游戏中人物角色移动、跳跃和视角转动是属于最基本的功能,那这些最基本的功能在开发过程中是如何实现的呢?下面就给大家简单介绍下人物移动、跳跃、视角转动这些基本动作的实现方法。

代码如下:

using UnityEngine;

using System.Collections;

//开始时+一个限制 必须有刚

[RequireComponent (typeof(Rigidbody ))]

//碰撞器

[RequireComponent(typeof (CapsuleCollider ))]

public class playerControll : MonoBehaviour {

[System.Serializable] //可视化

//将与速度有关的量提出到一个方法 里

public class MoveSetting

public float ForwardSpeed = 5f;

public float BackSpeed = 3f;

public float HorizonSpeed = 4f;

public float RunValue = 2f;

public float JumpForce = 5f;

[System.Serializable ]

public class MouseLook

//摄像机旋转灵敏度

public float XSensitive = 2f;

public float YSensitive = 2f;

public MoveSetting moveSet;

public MouseLook CameraSet;

public float currentSpeed;

//设定一个bool值来判断是否可以跳跃

private bool m_jump = true;

private CapsuleCollider m_capsule;

private Rigidbody m_rigidbody;

private Camera m_camera;

//相机的Transform减少Update中transform的调用

private Transform m_camTrans;

//主角的Transform

private Transform m_chaTrans;

//摄像机的欧拉角

private Vector3 m_camRotate;

//主角的欧拉角

private Vector3 m_chaRotate;

//摄像机旋转四元数

private Quaternion m_camQutation;

//主角的旋转四元数

private Quaternion m_chaQutation;

public AnimationCurve SlopCurve;

private bool m_isOnGround = true;

private Vector3 curGroundNormal;

private Transform m_camTransTemp;

//跳跃的次数

private int num = 0;

// Use this for initialization

void Start () {

m_capsule = GetComponent();

m_rigidbody = GetComponent();

m_camera = Camera.main;

m_camTrans = m_camera.transform;

m_chaTrans = transform;

m_camQutation = m_camTrans.rotation;

m_chaQutation = m_chaTrans.rotation;

m_camTransTemp = GameObject.Find("StartPoint").transform;

// Update is called once per frame

//FixedUpdate lateUpdate 刚体给力都放在FixedUpdate中

void Update () {

RotateView();

void FixedUpdate()

DoMove();

dun();

JumpUP();

//视图的旋转

void RotateView()

float xRote = Input.GetAxis("Mouse Y")* CameraSet.YSensitive;

float yRote = Input.GetAxis("Mouse X")* CameraSet.XSensitive;

//四元数的使用

m_camQutation *= Quaternion.Euler(-xRote, 0f, 0f);

m_camTrans.localRotation = m_camQutation;

m_chaQutation *= Quaternion.Euler(0f, yRote, 0f);

m_chaTrans.localRotation = m_chaQutation;

// m_camRotate *= Quaternion.Euler(-xRote, 0f, 0f);

// m_camTrans.localRotation = m_camRotate;

//限制摄像机旋转范围

if (m_camQutation.x > 0.5 || m_camQutation.x < -0.5)

m_camQutation = a;

if(m_chaQutation.y > 0.5 || m_chaQutation.y < -0.5)

m_chaQutation = b;

void DoMove()

CheckGround();

Vector2 input = GetInput();

CaculateSpeed(input);

if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && m_isOnGround)

Vector3 desireMove = m_camTrans.forward * input.y + m_camTrans.right * input.x;

desireMove = Vector3.ProjectOnPlane(desireMove, curGroundNormal).normalized;

desireMove *= currentSpeed;

if (m_rigidbody.velocity.sqrMagnitude < currentSpeed * currentSpeed)

m_rigidbody.AddForce(desireMove * SlopeValue(), ForceMode.Impulse);

//控制任务二段跳

void JumpUP()

CheckGround();

if (m_isOnGround)

m_rigidbody.drag = 5f;

num = 0;

m_jump = true;

else

m_rigidbody.drag = 0f;

if (Input.GetKeyDown(KeyCode.Space)&& m_jump==true)

num++;

m_rigidbody.drag = 0f;

m_rigidbody.velocity = new Vector3(m_rigidbody.velocity.x, 0f, m_rigidbody.velocity.z);

m_rigidbody.AddForce(new Vector3(0, moveSet.JumpForce, 0), ForceMode.Impulse);

if (num >= 2)

m_jump = false;

//检测方向键输入

Vector2 GetInput()

Vector2 input = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));

return input;

//计算速度

void CaculateSpeed(Vector2 _input)

currentSpeed = moveSet.ForwardSpeed;

//前进后退

if(Mathf.Abs (_input.x)>float .Epsilon)

currentSpeed = moveSet.HorizonSpeed;

else if(_input.y<0)

currentSpeed = moveSet.BackSpeed;

if (Input.GetKey(KeyCode.LeftShift))

currentSpeed *= moveSet.RunValue;

//爬坡参数

float SlopeValue()

float angle = Vector3.Angle(curGroundNormal, Vector3.up);

float value = SlopCurve.Evaluate(angle);

return value;

//检测地面

void CheckGround()

RaycastHit hit;

//一般+0.01

if (Physics.SphereCast(m_capsule.transform.position, m_capsule.radius, Vector3.down, out hit, ((m_capsule.height / 2 - m_capsule.radius) + 0.01f)))

curGroundNormal = hit.normal;

m_isOnGround = true;

else

curGroundNormal = Vector3.up;

m_isOnGround = false;

//实现下蹲效果 摄像机位置降低 移动速度减小

void dun()

if (Input.GetKeyDown(KeyCode.Z))

m_camTrans.position = m_chaTrans.position;

moveSet.ForwardSpeed = 2f;

if(Input.GetKeyUp(KeyCode.Z))

m_camTrans.position = m_camTransTemp.position;

moveSet.ForwardSpeed = 5f;

//落地缓冲

void Checkbuff()

RaycastHit hit;

float speed = m_rigidbody.velocity.y;

if (speed < 0)

if (Physics.SphereCast(m_capsule.transform.position, m_capsule.radius, Vector3.down, out hit, ((m_capsule.height / 2 - m_capsule.radius) + 1f)))

speed *= 0.5f;

m_rigidbody.velocity = new Vector3(m_rigidbody.velocity.x, speed, m_rigidbody.velocity.z);

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