/****************************************************
文件:PlayerMovement.cs
作者:Edision
邮箱: 424054763@qq.com
日期:#CreateTime#
功能:人物移动
*****************************************************/
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public CharacterController controller;
public float speed = 12f;
public float gravity = -9.81f;
public float jumpHeight = 3f;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
Vector3 velocity;
bool isGround;
private void Update()
{
isGround = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if (isGround && velocity.y < 0)
{
velocity.y = -2f;
}
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speed * Time.deltaTime);
if (Input.GetButtonDown("Jump"))
{
velocity.y = Mathf.Sqrt(jumpHeight * -2 * gravity);
}
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
}
}
/****************************************************
文件:MouseLook.cs
作者:Edision
邮箱: 424054763@qq.com
日期:#CreateTime#
功能:鼠标控制上摄像机方向
*****************************************************/
using UnityEngine;
public class MouseLook : MonoBehaviour
{
private void Start()
{
//锁定指针
Cursor.lockState = CursorLockMode.Locked;
}
public float mouseSensitivity = 100f;
public Transform playerBody;
private float xRotation = 0f;
private void Update()
{
float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -80f, 80f);
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
playerBody.Rotate(Vector3.up * mouseX);
}
}