射线检测

射线检测

人物移动

动画

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerAnimation : MonoBehaviour
{
    //动画
    private Animator animator;
    private int WalkForwadID = Animator.StringToHash("Forward");
    private int RunForwardID = Animator.StringToHash("RunForward");
    bool isRunForward;
    private int VaultID = Animator.StringToHash("IsJumpVault");
    
    private int SlideID = Animator.StringToHash("IsSlide");
    bool isSlide = false;
    //目标
    Vector3 matchTarget = Vector3.zero;
    void Start()
    {
        animator = transform.GetComponent<Animator>();
    }
    void Update()
    {
        float ws = Input.GetAxis("Vertical");
        animator.SetFloat(WalkForwadID, ws);
        if (ws >= 0.9f)
        {
            isRunForward = true;
        }
        else
        {
            isRunForward = false;
        }
        animator.SetBool(RunForwardID, isRunForward);
        bool isVault = false;
        RaycastHit hit;
        if (Physics.Raycast(transform.position + Vector3.up * 0.2f, transform.forward, out hit, 5f))
        {
            if (hit.collider.tag == "Obstacle")
            {
                if (hit.distance > 3)
                {
                    Vector3 point = hit.point;
                    point.z = hit.collider.transform.position.z + 0.025f;
                    point.y = hit.collider.transform.position.y + hit.collider.bounds.size.y - 0.2f;
                    matchTarget = point;
                    isVault = true;
                }
            }
        }
        animator.MatchTarget(matchTarget, Quaternion.identity, AvatarTarget.LeftHand, new MatchTargetWeightMask(new Vector3(0, 0, 0), 0), 0.22f, 1.0f);
        animator.SetBool(VaultID, isVault);
    }
}```
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