//--------------------------------------------------------------------------------------MyCameraScrolling.js
private var target : Transform;//摄像机要跟随的目标
var distance = 25.0;//摄像机距离目标多远
var springiness = 40.0;//相机跟随目标的严格程度,值越小摄像机会变懒
private var targetLock = false;
private var savedInterpolationSetting = RigidbodyInterpolation.None;
function Awake () {
// Set up our convenience references.
}
function SetTarget (newTarget : Transform, snap : boolean){
if (target) {//假如摄像机跟随的目标不为空
targetRigidbody = target.GetComponent (Rigidbody);//获取刚体组件
if (targetRigidbody)//目标具有刚体属性
targetRigidbody.interpolation = savedInterpolationSetting;//设置刚体插值
}
target = newTarget;//重新设置目标
if (target) {
targetRigidbody = target.GetComponent (Rigidbody);
if (targetRigidbody) {
savedInterpolationSetting = targetRigidbody.interpolation;
targetRigidbody.interpolation = RigidbodyInterpolation.Interpolate;
}
}
if (snap) {//是否关闭摄像机
transform.position = GetGoalPosition ();
}
}
function SetTarget (newTarget : Transform) {
SetTarget (newTarget, false);
}
function LateUpdate () {
// Where should our camera be looking right now?
var goalPosition = GetGoalPosition ();
// Interpolate between the current camera position and the goal position.
// See the documentation on Vector3.Lerp () for more information.
transform.position = Vector3.Lerp (transform.position, goalPosition, Time.deltaTime * springiness);
transform.LookAt(target.position);//摄像机注视着玩家
}
function GetGoalPosition () {
if (!target)//如果没有目标就返回摄像机的位置
return transform.position;
var heightOffset = 6.0;//摄像机偏离目标的高度
var distanceModifier = 1.0;//摄像机与目标的水平便宜量
// 默认情况下,我们不会考虑任何目标速度的计算;
var velocityLookAhead = 0.0;
var maxLookAhead = Vector2 (0.0, 0.0);
// 获取目标的额外属性组件,这里指的是-----脚本
// 根据相对高度和距离粗略计算摄像机位置, 不考虑目标的速度。这个vector的x为0是 因为摄像机时正对着目标的所以x为0 摄像机是在目标的侧面而不是目标的背面
var goalPosition = target.position + Vector3 (0, heightOffset, -distance * distanceModifier);
//下面开始将目标的速度考虑在内
var targetVelocity = Vector3.zero;//初始化无速度
var targetRigidbody = target.GetComponent (Rigidbody);
if (targetRigidbody)//获取目标的速度
targetVelocity = targetRigidbody.velocity;
// If we find a PlatformerController on the target, we can access a velocity from that!
targetPlatformerController = target.GetComponent (MyPlatformerController);
if (targetPlatformerController)
targetVelocity = targetPlatformerController.GetVelocity ();//从该脚本中获取目标的速度
var lookAhead = targetVelocity * velocityLookAhead;
//限制lookAhead。x的值在-maxLookAhead.x和maxLookAhead.x之间
//限制value的值在min和max之间, 如果value小于min,返回min。 如果value大于max,返回max,否则返回value
lookAhead.x = Mathf.Clamp (lookAhead.x, -maxLookAhead.x, maxLookAhead.x);
lookAhead.y = Mathf.Clamp (lookAhead.y, -maxLookAhead.y, maxLookAhead.y);
// We never want to take z velocity into account as this is 2D. Just make sure it's zero.
lookAhead.z = 0.0;
goalPosition += lookAhead;
var clampOffset = Vector3.zero;
var cameraPositionSave = transform.position;//摄像机的旧的位置
transform.position = goalPosition;//重新设置摄像机的位置
//一下四行计算的是摄像机有没有超过整个大场景边框
/*var targetViewportPosition = camera.WorldToViewportPoint (target.position);//目标在窗口(记住是窗口)中的位置
var upperRightCameraInWorld = camera.ViewportToWorldPoint (Vector3 (1.0, 1.0, targetViewportPosition.z));
// Find out how far outside the world the camera is right now.
clampOffset.x = Mathf.Min (levelBounds.xMax - upperRightCameraInWorld.x, 0.0);
clampOffset.y = Mathf.Min ((levelBounds.yMax - upperRightCameraInWorld.y), 0.0);*/
return goalPosition;
}
function Start () {
}
function Update () {
}
//-------------------------------------------------MyCameraForcus.js
private var cameraScrolling : MyCameraScrolling;
// Who is the player controlling
private var selected = 0;
// List of objects to control
public var targets : Transform;
function Awake () {
// Get the reference to our CameraScrolling script attached to this camera;
cameraScrolling = GetComponent(MyCameraScrolling);
// Set the scrolling camera's target to be our character at the start.
cameraScrolling.SetTarget (targets, true);
}
//-------------------------------------------------------------MyPlatformerController.js
//是否需要对输入做出反应
//sendmessage第二个参数的用法请看下面
//SendMessageOptions.RequireReceiver //如果没有找到相应函数,会报错(默认是这个状态)
//SendMessageOptions.DontRequireReceiver //即使没有找到相应函数,也不会报错,自动忽略
var canControl = true;
var spawnPoint : Transform;//玩家重生点
class MyPlatformerControllerMovement {
// The speed when walking
var walkSpeed = 3.0;
// when pressing "Fire1" button (control) we start running
var runSpeed = 10.0;
var inAirControlAcceleration = 1.0;
// The gravity for the character
var gravity = 60.0;
var maxFallSpeed = 20.0;
// How fast does the character change speeds? Higher is faster.
var speedSmoothing = 5.0;
// This controls how fast the graphics of the character "turn around" when the player turns around using the controls.
var rotationSmoothing = 10.0;
// The current move direction in x-y. This will always been (1,0,0) or (-1,0,0)
// The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view. Very handy for organization!
@System.NonSerialized
var direction = Vector3.zero;
// The current vertical speed
@System.NonSerialized
var verticalSpeed = 0.0;
// The current movement speed. This gets smoothed by speedSmoothing.
@System.NonSerialized
var speed = 0.0;
// Is the user pressing the left or right movement keys?
@System.NonSerialized
var isMoving = false;
// The last collision flags returned from controller.Move
@System.NonSerialized
var collisionFlags : CollisionFlags; //这是unity3d的碰撞信息,具体可以参考http://game.ceeger.com/Script/Enumerations/CollisionFlags/CollisionFlags.None.html
// We will keep track of an approximation of the character's current velocity, so that we return it from GetVelocity () for our camera to use for prediction.
@System.NonSerialized
var velocity : Vector3;
// This keeps track of our current velocity while we're not grounded?
@System.NonSerialized
var inAirVelocity = Vector3.zero;//在空中的时候的速度
// This will keep track of how long we have we been in the air (not grounded)
@System.NonSerialized
var hangTime = 0.0;//在空中停留的时间
}
var movement : MyPlatformerControllerMovement;
// We will contain all the jumping related variables in one helper class for clarity.
class MyPlatformerControllerJumping {
// Can the character jump?
var enabled = true;
// How high do we jump when pressing jump and letting go immediately
var height = 1.0;
// We add extraHeight units (meters) on top when holding the button down longer while jumping
var extraHeight = 4.1;
// This prevents inordinarily too quick jumping
// The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view. Very handy for organization!
@System.NonSerialized
var repeatTime = 0.05;
@System.NonSerialized
var timeout = 0.15;
// Are we jumping? (Initiated with jump button and not grounded yet)
@System.NonSerialized
var jumping = false;
@System.NonSerialized
var reachedApex = false;// 达到最高点?
// Last time the jump button was clicked down
@System.NonSerialized
var lastButtonTime = -10.0;
// Last time we performed a jump
@System.NonSerialized
var lastTime = -1.0;
// the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
@System.NonSerialized
var lastStartHeight = 0.0;
}
var jump : MyPlatformerControllerJumping;
private var controller : CharacterController;
// Moving platform support.
private var activePlatform : Transform;
private var activeLocalPlatformPoint : Vector3;
private var activeGlobalPlatformPoint : Vector3;
private var lastPlatformVelocity : Vector3;
private var areEmittersOn = false;//粒子是否开启 可能是跑步的时候的粒子效果
function Awake () {
movement.direction = transform.TransformDirection (Vector3.forward);
controller = GetComponent (CharacterController);
Spawn ();
}
function Spawn () {
// reset the character's speed
movement.verticalSpeed = 0.0;
movement.speed = 0.0;
// reset the character's position to the spawnPoint
transform.position = spawnPoint.position;//玩家位置被送到重生点
}
function OnDeath () {
Spawn ();
}
function UpdateSmoothedMovementDirection () {
//通过坐标轴名称返回一个不使用平滑滤波器的虚拟值。往左为-1往右边卫+1没有输入的时候为0
var h = Input.GetAxisRaw ("Horizontal");
Debug.Log(h);
if (!canControl)
h = 0.0;
movement.isMoving = Mathf.Abs (h) > 0.1;
if (movement.isMoving)
movement.direction = Vector3 (h, 0, 0);
// Grounded controls
if (controller.isGrounded) {//判断玩家是否在地面上
// Smooth the speed based on the current target direction
var curSmooth = movement.speedSmoothing * Time.deltaTime;//玩家的加速度
// Choose target speed
var targetSpeed = Mathf.Min (Mathf.Abs(h), 1.0);
// Pick speed modifier
if (Input.GetButton ("Fire2") && canControl)
targetSpeed *= movement.runSpeed;
else
targetSpeed *= movement.walkSpeed;
movement.speed = Mathf.Lerp (movement.speed, targetSpeed, curSmooth);
movement.hangTime = 0.0;//一旦落到地上空中滞留时间就设置为0;
}
else {
// In air controls
movement.hangTime += Time.deltaTime;
if (movement.isMoving)
movement.inAirVelocity += Vector3 (Mathf.Sign(h), 0, 0) * Time.deltaTime * movement.inAirControlAcceleration;//空中移动速度
}
}
function FixedUpdate () {
// Make sure we are absolutely always in the 2D plane.
transform.position.z = 0;//时刻保持z不变
}
function ApplyJumping () {
// Prevent jumping too fast after each other
if (jump.lastTime + jump.repeatTime > Time.time)
return;
if (controller.isGrounded) {
// Jump
// - Only when pressing the button down
// - With a timeout so you can press the button slightly before landing
if (jump.enabled && Time.time < jump.lastButtonTime + jump.timeout) {
movement.verticalSpeed = CalculateJumpVerticalSpeed (jump.height);
movement.inAirVelocity = lastPlatformVelocity;
SendMessage ("DidJump", SendMessageOptions.DontRequireReceiver);
}
}
}
function ApplyGravity () {
// Apply gravity
var jumpButton = Input.GetButton ("Jump");
if (!canControl)
jumpButton = false;
// When we reach the apex of the jump we send out a message
if (jump.jumping && !jump.reachedApex && movement.verticalSpeed <= 0.0) {//达到最高点
jump.reachedApex = true;
SendMessage ("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);//不接受输入
}
// * When jumping up we don't apply gravity for some time when the user is holding the jump button
// This gives more control over jump height by pressing the button longer
var extraPowerJump = jump.jumping && movement.verticalSpeed > 0.0 && jumpButton && transform.position.y < jump.lastStartHeight + jump.extraHeight && !IsTouchingCeiling ();
if (extraPowerJump == true)//额外的跳跃不需要重力,因为不符可重力学
return;
else if (controller.isGrounded)
movement.verticalSpeed = -movement.gravity * Time.deltaTime;//当在地面的时候才垂直速度固定
else
movement.verticalSpeed -= movement.gravity * Time.deltaTime;//在空中的时候根据重力加速度 进行速度递减
// Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity.
//玩家往上的时候速度为正故 movement.verticalSpeed肯定大于-movement.maxFallSpeed,当玩家掉下的时候速度为负数,故可以和-movement.maxFallSpeed比较大小
movement.verticalSpeed = Mathf.Max (movement.verticalSpeed, -movement.maxFallSpeed);
}
function CalculateJumpVerticalSpeed (targetJumpHeight : float) {//根据v = sqrt(2Gh)来计算出速度
// From the jump height and gravity we deduce the upwards speed
// for the character to reach at the apex.
return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity);
}
function DidJump () {
jump.jumping = true;
jump.reachedApex = false;
jump.lastTime = Time.time;
jump.lastStartHeight = transform.position.y;
jump.lastButtonTime = -10;
}
function UpdateEffects () {
wereEmittersOn = areEmittersOn;
areEmittersOn = jump.jumping && movement.verticalSpeed > 0.0;
// By comparing the previous value of areEmittersOn to the new one, we will only update the particle emitters when needed
if (wereEmittersOn != areEmittersOn)
{
for (var emitter in GetComponentsInChildren (ParticleEmitter)) {
emitter.emit = areEmittersOn;
}
}
}
function Update () {
if (Input.GetButtonDown ("Jump") && canControl) {//按下跳跃键并且可以控制
jump.lastButtonTime = Time.time;//记录当前按键的时间
}
UpdateSmoothedMovementDirection();
ApplyGravity ();
ApplyJumping ();
if (activePlatform != null) {
var newGlobalPlatformPoint = activePlatform.TransformPoint(activeLocalPlatformPoint);//自身坐标转化为世界坐标
var moveDistance = (newGlobalPlatformPoint - activeGlobalPlatformPoint);
transform.position = transform.position + moveDistance;
lastPlatformVelocity = (newGlobalPlatformPoint - activeGlobalPlatformPoint) / Time.deltaTime;
} else {
lastPlatformVelocity = Vector3.zero;
}
activePlatform = null;
// Save lastPosition for velocity calculation.
lastPosition = transform.position;
var currentMovementOffset = movement.direction * movement.speed + Vector3 (0, movement.verticalSpeed, 0) + movement.inAirVelocity;
// We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this.
currentMovementOffset *= Time.deltaTime;
// Move our character!
movement.collisionFlags = controller.Move (currentMovementOffset);
// Calculate the velocity based on the current and previous position.
// This means our velocity will only be the amount the character actually moved as a result of collisions.
movement.velocity = (transform.position - lastPosition) / Time.deltaTime;
if (activePlatform != null) {
activeGlobalPlatformPoint = transform.position;
activeLocalPlatformPoint = activePlatform.InverseTransformPoint (transform.position);
}
// Set rotation to the move direction
if (movement.direction.sqrMagnitude > 0.01)
transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation (movement.direction), Time.deltaTime * movement.rotationSmoothing);
// We are in jump mode but just became grounded
if (controller.isGrounded) {
movement.inAirVelocity = Vector3.zero;
if (jump.jumping) {
jump.jumping = false;
SendMessage ("DidLand", SendMessageOptions.DontRequireReceiver);
var jumpMoveDirection = movement.direction * movement.speed + movement.inAirVelocity;
if (jumpMoveDirection.sqrMagnitude > 0.01)
movement.direction = jumpMoveDirection.normalized;
}
}
// Update special effects like rocket pack particle effects
UpdateEffects ();
}
function GetSpeed () {
return movement.speed;
}
function GetVelocity () {
return movement.velocity;
}
function IsMoving () {
return movement.isMoving;
}
function IsJumping () {
return jump.jumping;
}
function IsTouchingCeiling () {//头碰到了顶部
return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
}
function GetDirection () {
return movement.direction;
}
function GetHangTime() {
return movement.hangTime;
}
function Reset () {
gameObject.tag = "Player";
}
function SetControllable (controllable : boolean) {
canControl = controllable;
}
// Require a character controller to be attached to the same game object
@script RequireComponent (CharacterController)
//AddComponentMenu属性允许你在"Component"菜单中放置一个无论在哪的脚本,而不是仅仅在"Component->Scripts"菜单中。
//@script AddComponentMenu ("2D Platformer/Platformer Controller")