unity中常见的脚色控制方法
利用物理引擎(如 Rigidbody)来控制脚色using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float moveSpeed = 5f;
public float jumpForce = 5f;
private Rigidbody rb;
private bool isGrounded;
void Start()
{
// 获取角色的 Rigidbody 组件
rb = GetComponent<Rigidbody>();
}
void Update()
{
// 获取水平和垂直输入(键盘的方向键或 WASD)
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
// 创建一个新的 Vector3 来表示移动方向
Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
// 应用移动速度
rb.velocity = movement * moveSpeed;
// 检测跳跃输入
if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
{
// 应用跳跃力
rb.AddForce(new Vector3(0, jumpForce, 0), ForceMode.Impulse);
}
}
void OnCollisionStay(Collision collision)
{
// 检测角色是否在地面上
if (collision.gameObject.CompareTag("Ground"))
{
isGrounded = true;
}
}
void OnCollisionExit(Collision collision)
{
// 检测角色是否离开地面
if (collision.gameObject.CompareTag("Ground"))
{
isGrounded = false;
}
}
}
利用脚色控制器CharacterController 组件来控制脚色
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float moveSpeed = 5f;
public float jumpHeight = 1.5f;
private CharacterController controller;
private Vector3 playerVelocity;
private bool groundedPlayer;
void Start()
{
// 获取角色的 CharacterController 组件
controller = GetComponent<CharacterController>();
}
void Update()
{
// 检测角色是否在地面上
groundedPlayer = controller.isGrounded;
if (groundedPlayer && playerVelocity.y < 0)
{
playerVelocity.y = 0f;
}
// 获取水平和垂直输入(键盘的方向键或 WASD)
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
// 创建一个新的 Vector3 来表示移动方向
Vector3 move = new Vector3(moveHorizontal, 0, moveVertical);
controller.Move(move * Time.deltaTime * moveSpeed);
// 改变角色面朝移动方向
if (move != Vector3.zero)
{
gameObject.transform.forward = move;
}
// 检测跳跃输入
if (Input.GetButtonDown("Jump") && groundedPlayer)
{
playerVelocity.y += Mathf.Sqrt(jumpHeight * -3.0f * Physics.gravity.y);
}
// 应用重力
playerVelocity.y += Physics.gravity.y * Time.deltaTime;
controller.Move(playerVelocity * Time.deltaTime);
}
}
通过修改 Transform 组件的位置和旋转来控制脚色
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float moveSpeed = 5f;
public float rotationSpeed = 700f;
public float jumpForce = 5f;
private bool isGrounded;
private Vector3 jump;
void Start()
{
// 初始化跳跃向量
jump = new Vector3(0.0f, jumpForce, 0.0f);
}
void Update()
{
// 获取水平和垂直输入(键盘的方向键或 WASD)
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
// 移动角色
transform.Translate(new Vector3(moveHorizontal, 0, moveVertical) * moveSpeed * Time.deltaTime);
// 旋转角色
if (moveHorizontal != 0 || moveVertical != 0)
{
Vector3 direction = new Vector3(moveHorizontal, 0, moveVertical);
Quaternion rotation = Quaternion.LookRotation(direction, Vector3.up);
transform.rotation = Quaternion.RotateTowards(transform.rotation, rotation, rotationSpeed * Time.deltaTime);
}
// 检测跳跃输入
if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
{
GetComponent<Rigidbody>().AddForce(jump, ForceMode.Impulse);
}
}
void OnCollisionStay(Collision collision)
{
// 检测角色是否在地面上
if (collision.gameObject.CompareTag("Ground"))
{
isGrounded = true;
}
}
void OnCollisionExit(Collision collision)
{
// 检测角色是否离开地面
if (collision.gameObject.CompareTag("Ground"))
{
isGrounded = false;
}
}
}
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