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基础设置
- 角色控制器选择:
- 使用Character Controller组件或Rigidbody + Capsule Collider
- 推荐使用Character Controller以获得更精确的运动控制
- 输入系统:
- 使用Unity的新输入系统(Input System Package)处理玩家输入
滑铲实现
- public class SlideController : MonoBehaviour
- {
- [Header("Slide Settings")]
- public float slideSpeed = 10f;
- public float slideDuration = 1f;
- public float slideCooldown = 0.5f;
- public float slideHeight = 0.5f;
- public float normalHeight = 2f;
-
- private CharacterController controller;
- private bool isSliding = false;
- private float slideTimer;
- private float cooldownTimer;
- void Start()
- {
- controller = GetComponent<CharacterController>();
- }
- void Update()
- {
- HandleSlide();
- }
- void HandleSlide()
- {
- if (cooldownTimer > 0)
- {
- cooldownTimer -= Time.deltaTime;
- return;
- }
- if (Input.GetKeyDown(KeyCode.LeftControl) && !isSliding)
- {
- StartSlide();
- }
- if (isSliding)
- {
- slideTimer -= Time.deltaTime;
- if (slideTimer <= 0)
- {
- EndSlide();
- }
-
- // 保持滑铲速度
- Vector3 moveDirection = transform.forward * slideSpeed;
- controller.Move(moveDirection * Time.deltaTime);
- }
- }
- void StartSlide()
- {
- isSliding = true;
- slideTimer = slideDuration;
- controller.height = slideHeight;
- controller.center = new Vector3(0, slideHeight * 0.5f, 0);
- }
- void EndSlide()
- {
- isSliding = false;
- cooldownTimer = slideCooldown;
- controller.height = normalHeight;
- controller.center = new Vector3(0, normalHeight * 0.5f, 0);
- }
- }
复制代码 贴墙跑实现
- public class WallRunController : MonoBehaviour
- {
- [Header("Wall Run Settings")]
- public float wallRunSpeed = 8f;
- public float wallRunGravity = 2f;
- public float wallRunDuration = 2f;
- public float wallJumpForce = 10f;
- public LayerMask wallRunLayer;
-
- private CharacterController controller;
- private bool isWallRunning = false;
- private Vector3 wallNormal;
- private float wallRunTimer;
- void Start()
- {
- controller = GetComponent<CharacterController>();
- }
- void Update()
- {
- CheckWallRun();
- HandleWallRun();
- }
- void CheckWallRun()
- {
- if (isWallRunning) return;
-
- RaycastHit hit;
- if (Physics.Raycast(transform.position, transform.right, out hit, 1f, wallRunLayer))
- {
- StartWallRun(hit.normal, false);
- }
- else if (Physics.Raycast(transform.position, -transform.right, out hit, 1f, wallRunLayer))
- {
- StartWallRun(hit.normal, true);
- }
- }
- void StartWallRun(Vector3 normal, bool isLeftWall)
- {
- isWallRunning = true;
- wallNormal = normal;
- wallRunTimer = wallRunDuration;
-
- // 调整角色朝向与墙面平行
- Vector3 cross = Vector3.Cross(normal, Vector3.up);
- transform.rotation = Quaternion.LookRotation(cross, normal);
- }
- void HandleWallRun()
- {
- if (!isWallRunning) return;
-
- wallRunTimer -= Time.deltaTime;
-
- // 沿墙面移动
- Vector3 moveDirection = transform.forward * wallRunSpeed;
-
- // 应用自定义重力
- moveDirection.y -= wallRunGravity * Time.deltaTime;
-
- controller.Move(moveDirection * Time.deltaTime);
-
- // 检查是否应该结束贴墙跑
- if (wallRunTimer <= 0 || !Physics.Raycast(transform.position, wallNormal, 1f, wallRunLayer))
- {
- EndWallRun();
- }
-
- // 墙跳
- if (Input.GetButtonDown("Jump"))
- {
- WallJump();
- }
- }
- void WallJump()
- {
- Vector3 jumpDirection = (wallNormal + Vector3.up).normalized;
- // 应用跳跃力...
- EndWallRun();
- }
- void EndWallRun()
- {
- isWallRunning = false;
- }
- }
复制代码 高级本事
- 动画混合:
- 使用Animator Controller混合差异动作的动画
- 设置得当的过渡条件和混合树
- 运动曲线:
- 使用AnimationCurve调解动作的速度变化,使过渡更自然
- 相机结果:
- 在特殊动作时添加相机震动、视野变化等结果
- 使用Cinemachine实现平滑的相机跟随
- 物理材质:
- 为差异表面设置差异的物理材质,影响摩擦力和弹跳结果
- 粒子结果:
优化建议
- 状态机模式:
- 实现一个完整的状态机管理系统,管理跑酷的各种状态
- 例如:站立、奔跑、滑铲、贴墙跑、跳跃等状态
- 输入缓冲:
- 物理预测:
- 使用射线检测预测即将到来的动作时机(如火线可滑铲地域或可贴墙跑的表面)
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