Unity FPS第一人称角色控制器----学习记录

/****************************************************
    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);
    }

}

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