Unity實(shí)現(xiàn)人物旋轉(zhuǎn)和移動(dòng)效果
本文實(shí)例為大家分享了Unity實(shí)現(xiàn)人物旋轉(zhuǎn)和移動(dòng)的具體代碼,供大家參考,具體內(nèi)容如下
旋轉(zhuǎn)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MouseLook : MonoBehaviour {
public enum RotationAxes
{
MouseXandY = 0,
MouseX = 1,
MouseY = 2
}
public RotationAxes axes = RotationAxes.MouseXandY;
public float sensitivityHor = 9.0f;
public float sensitivityVert = 9.0f;
public float minVert = -45.0f;
public float maxVert = 45.0f;
private float _rotationX = 0;
// Use this for initialization
void Start () {
Rigidbody body = GetComponent<Rigidbody> ();
if (body != null) {
body.freezeRotation = true;
}
}
// Update is called once per frame
void Update () {
//水平旋轉(zhuǎn)就是以Y軸作為旋轉(zhuǎn)軸旋轉(zhuǎn),鼠標(biāo)移動(dòng)量為偏移量
if (axes == RotationAxes.MouseX) {
transform.Rotate (0, Input.GetAxis("Mouse X") * sensitivityHor, 0);//通過(guò)“增加”旋轉(zhuǎn)角度進(jìn)行旋轉(zhuǎn)(X,Y,Z為對(duì)應(yīng)方向的增加量),一般用于無(wú)限制旋轉(zhuǎn)
} else if (axes == RotationAxes.MouseY) {
_rotationX -= Input.GetAxis ("Mouse Y") * sensitivityVert;
_rotationX = Mathf.Clamp (_rotationX, minVert, maxVert);//限制_rotationX的值在minVert與minVert之間
float rotationY = transform.localEulerAngles.y;
//Debug.Log ("rotationX:"+_rotationX+","+Input.GetAxis ("Mouse Y") * sensitivityVert);
transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);//直接“設(shè)置”旋轉(zhuǎn)角度進(jìn)行旋轉(zhuǎn),一般用于有限制旋轉(zhuǎn)
} else {
_rotationX -= Input.GetAxis ("Mouse Y") * sensitivityVert;
_rotationX = Mathf.Clamp (_rotationX, minVert, maxVert);
float delta = Input.GetAxis ("Mouse X") * sensitivityHor;
float rotationY = transform.localEulerAngles.y + delta;
transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);
}
}
}
移動(dòng)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(CharacterController))]//如果對(duì)象沒(méi)有該組件,則創(chuàng)建一個(gè)
[AddComponentMenu("Control Script/FPS Input")]//可以在Add Component查到
public class FPSInput : MonoBehaviour {
private CharacterController _characterController;
public float speed = 10.0f;
public float gravity = -9.8f;
// Use this for initialization
void Start () {
_characterController = GetComponent<CharacterController>();//獲取對(duì)象里的某一組件
}
// Update is called once per frame
void Update () {
float deltaX = Input.GetAxis ("Horizontal") * speed;
float deltaZ = Input.GetAxis ("Vertical") * speed;
Vector3 movement = new Vector3 (deltaX, 0, deltaZ);
movement = Vector3.ClampMagnitude (movement, speed);//保持各方向的速度相同
movement.y = gravity;
movement = movement * Time.deltaTime;//向量可以直接乘以一個(gè)數(shù),Time.deltaTime確保在每臺(tái)計(jì)算機(jī)上的速度相同
movement = transform.TransformDirection (movement);//將本地坐標(biāo)轉(zhuǎn)換為世界坐標(biāo)
_characterController.Move(movement);//通過(guò)CharacterController進(jìn)行移動(dòng)而不是transform.Translate
}
}
問(wèn)題
人物移動(dòng)到父容器的邊緣時(shí),人物的移動(dòng)會(huì)產(chǎn)生偏移(甚至飛起來(lái))。將父容器擴(kuò)大,使人物無(wú)法接近邊緣則不會(huì)有異常。
父容器比較大


父容器比較小,人物到達(dá)邊緣

以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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