在仙剑奇侠传四中,玩家可以通过鼠标右键来旋转场景(水平方向),按下前进键时角色将向着朝前(Forward)的方向运动,按下后退键时角色将向着朝后(Backword)的方向运动、当按下向左、向右键时角色将向左、向右旋转90度。从严格意义上来说,仙剑四不算是一部完全的3D游戏,因为游戏视角是锁死的,所以玩家在平时跑地图的时候基本上是看不到角色的正面的。我们今天要做的就是基于Unity3D来做这样一个角色控制器。虽然Unity3D为我们提供了第一人称角色控制器和第三人称角色控制器,但是博主感觉官方提供的第三人称角色控制器用起来感觉怪怪的,尤其是按下左右键时那个旋转,感觉控制起来很不容易,所以博主决定自己来写一个角色控制器。首先我们打开项目,我们还是用昨天的那个例子:
很多朋友可能觉得控制角色的脚本很好写嘛,这是一个我们通常见到的版本:
- //向左
- if(Input.GetKey(KeyCode.A))
- {
- SetAnimation(LeftAnim);
- this.mState=PersonState.Walk;
- mHero.transform.Translate(Vector3.right*Time.deltaTime*mSpeed);
- }
- //向右
- if(Input.GetKey(KeyCode.D))
- {
- SetAnimation(RightAnim);
- this.mState=PersonState.Walk;
- mHero.transform.Translate(Vector3.right*Time.deltaTime*(-mSpeed));
- }
- //向上
- if(Input.GetKey(KeyCode.W))
- {
- SetAnimation(UpAnim);
- this.mState=PersonState.Walk;
- mHero.transform.Translate(Vector3.forward*Time.deltaTime*(-mSpeed));
- }
- //向下
- if(Input.GetKey(KeyCode.S))
- {
- SetAnimation(DownAnim);
- this.mState=PersonState.Walk;
- mHero.transform.Translate(Vector3.forward*Time.deltaTime*(mSpeed));
- Vector3 mHeroPos=mHero.transform.position;
- }
- using UnityEngine;
- using System.Collections;
- /// MouseLook rotates the transform based on the mouse delta.
- /// Minimum and Maximum values can be used to constrain the possible rotation
- /// To make an FPS style character:
- /// - Create a capsule.
- /// - Add the MouseLook script to the capsule.
- /// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
- /// - Add FPSInputController script to the capsule
- /// -> A CharacterMotor and a CharacterController component will be automatically added.
- /// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
- /// - Add a MouseLook script to the camera.
- /// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
- [AddComponentMenu("Camera-Control/Mouse Look")]
- public class MouseLook : MonoBehaviour {
- public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
- public RotationAxes axes = RotationAxes.MouseXAndY;
- public float sensitivityX = 15F;
- public float sensitivityY = 15F;
- public float minimumX = -360F;
- public float maximumX = 360F;
- public float minimumY = -60F;
- public float maximumY = 60F;
- float rotationY = 0F;
- void Update ()
- {
- if(Input.GetMouseButton(1))
- {
- if (axes == RotationAxes.MouseXAndY)
- {
- float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
- rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
- rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
- transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
- }
- else if (axes == RotationAxes.MouseX)
- {
- transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
- }
- else
- {
- rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
- rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
- transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
- }
- }
- }
- void Start ()
- {
- // Make the rigid body not change rotation
- if (rigidbody)
- rigidbody.freezeRotation = true;
- }
- }
- //计算旋转角
- if(Input.GetMouseButton(1))
- {
- //计算水平旋转角
- mAngles+=Input.GetAxis("Mouse X") * 15;
- //旋转角色
- transform.rotation=Quaternion.Euler(new Vector3(0,mAngles,0));
- }
这里代码的作用是当用户按下鼠标右键旋转视角时,我们首先计算在水平上的旋转角,然后让角色的坐标系跟着视角一起旋转,这样就相当于把Vector3.forward和旋转后的目标角度平行。这样的话,我们控制人物向前运动的时候,它就会按照这个新的方向去运动。这样我们的第一个问题就解决了。我们继续往下看,由于这个模型中只提供了一个行走/奔跑的方向动画,所以就出现了角色动画和角色行为不符的问题,怎么办呢?这时候,我们可以这样想,我们可以先把角色旋转到指定的方向,然后让角色朝着向前的方向运动,这样角色动画和角色行为就可以相互对应起来了。为此我们做下面的工作:
- //角色行动方向枚举
- public enum PersonDirection
- {
- //正常向前
- Forward=90,
- //正常向后
- Backward=270,
- //正常向左
- Left=180,
- //正常向右
- Right=0,
- }
- private void SetPersonDirection(PersonDirection mDir)
- {
- //根据目标方向与当前方向让角色旋转
- if(mDirection!=mDir)
- {
- transform.Rotate(Vector3.up*(mDirection-mDir));
- mDirection=mDir;
- }
- }
好了,现在角色已经旋转到相应的方向了,我们让它朝前运动:
- transform.Translate(Vector3.forward * WalkSpeed * Time.deltaTime);
- //角色状态枚举
- public enum PersonState
- {
- idle,
- run,
- walk,
- jump,
- attack
- }
- using UnityEngine;
- using System.Collections;
- public class RPGControl : MonoBehaviour {
- //定义角色动画
- private Animation mAnimation;
- //定义角色状态
- public PersonState mState=PersonState.idle;
- //定义方向状态
- public PersonDirection mDirection=PersonDirection.Forward;
- //定义角色弹跳量
- public float mJumpValue=2F;
- //定义旋转角
- private float mAngles;
- //定义相机
- public GameObject mCamera;
- //定义角色行动方式
- public PersonState RunOrWalk=PersonState.walk;
- public float WalkSpeed=1.5F;
- public float RunSpeed=3.0F;
- //角色状态枚举
- public enum PersonState
- {
- idle,
- run,
- walk,
- jump,
- attack
- }
- //角色行动方向枚举
- public enum PersonDirection
- {
- //正常向前
- Forward=90,
- //正常向后
- Backward=270,
- //正常向左
- Left=180,
- //正常向右
- Right=0,
- }
- void Start ()
- {
- //获取动画
- mAnimation=gameObject.GetComponent<Animation>();
- }
- void Update ()
- {
- //前进
- if(Input.GetKey(KeyCode.W))
- {
- SetPersonDirection(PersonDirection.Forward);
- SetPersonAnimation();
- }
- //后退
- if(Input.GetKey(KeyCode.S))
- {
- SetPersonDirection(PersonDirection.Backward);
- SetPersonAnimation();
- }
- //向左
- if(Input.GetKey(KeyCode.A))
- {
- SetPersonDirection(PersonDirection.Left);
- SetPersonAnimation();
- }
- //向右
- if(Input.GetKey(KeyCode.D))
- {
- SetPersonDirection(PersonDirection.Right);
- SetPersonAnimation();
- }
- //巡逻或等待
- if(Input.GetKeyUp(KeyCode.A)||Input.GetKeyUp(KeyCode.D)||Input.GetKeyUp(KeyCode.S)||Input.GetKeyUp(KeyCode.W)||Input.GetKeyUp(KeyCode.Space))
- {
- mAnimation.Play("idle");
- mState=PersonState.idle;
- }
- //跳跃
- if(Input.GetKey(KeyCode.Space))
- {
- transform.GetComponent<Rigidbody>().AddForce(Vector3.up * mJumpValue,ForceMode.Force);
- mAnimation.Play("Jump");
- mState=PersonState.jump;
- }
- //攻击
- if(Input.GetMouseButton(0))
- {
- mAnimation.Play("Attack");
- mState=PersonState.attack;
- StartCoroutine("ReSetState");
- }
- //计算旋转角
- if(Input.GetMouseButton(1))
- {
- //计算水平旋转角
- mAngles+=Input.GetAxis("Mouse X") * 15;
- //旋转角色
- transform.rotation=Quaternion.Euler(new Vector3(0,mAngles,0));
- }
- }
- private void SetPersonDirection(PersonDirection mDir)
- {
- //根据目标方向与当前方向让角色旋转
- if(mDirection!=mDir)
- {
- transform.Rotate(Vector3.up*(mDirection-mDir));
- mDirection=mDir;
- }
- }
- private void SetPersonAnimation()
- {
- if(RunOrWalk==PersonState.walk)
- {
- mAnimation.Play("Walk");
- mState=PersonState.walk;
- transform.Translate(Vector3.forward * WalkSpeed * Time.deltaTime);
- }
- else if(RunOrWalk==PersonState.run)
- {
- mAnimation.Play("Run");
- mState=PersonState.run;
- transform.Translate(Vector3.forward * RunSpeed * Time.deltaTime);
- }
- }
- IEnumerator ReSetState()
- {
- //当攻击动画播放完毕时,自动切换到巡逻状态
- yield return new WaitForSeconds(mAnimation.clip.length);
- mAnimation.Play("idle");
- mState=PersonState.idle;
- }
- }
(源文作者:秦元培,出处:http://blog.csdn.net/qinyuanpei/article/details/23709427)