出自Unity3D开发一书,
这个脚本式只是简单的控制人物移动,不是很理想,但是可以学习 通过 上 、下、左、右 按键怎么实现任务的移动
using UnityEngine;
using System.Collections;
public class MoveByADSW : MonoBehaviour {
public const int HERO_UP = 0;
public const int HERO_RIGHT = 1;
public const int HERO_DOWN = 2;
public const int HERO_LEFT = 3;
//人物当前行走的方向状态
public int state = 0;
//人物移动速度
public int moveSpeed = 2;
//初始化人物位置
public void Awake()
{
state = HERO_UP;
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
//获取控制的方向, 上下左右,
float KeyVertical = Input.GetAxis("Vertical");
float KeyHorizontal = Input.GetAxis("Horizontal");
Debug.Log("keyVertical" + KeyVertical);
Debug.Log("keyHorizontal" + KeyHorizontal);
if(KeyVertical == -1)
{
setHeroState(HERO_DOWN);
}
else if(KeyVertical == 1)
{
setHeroState(HERO_UP);
}
if(KeyHorizontal == 1)
{
setHeroState(HERO_RIGHT);
}
else if(KeyHorizontal == -1)
{
setHeroState(HERO_LEFT);
}
if(KeyVertical == 0 && KeyHorizontal == 0)
{
animation.Play("idle");
}
}
void setHeroState(int newState)
{
//根据当前人物方向与上一次备份的方向计算出模型旋转的角度
int rotateValue = (newState - state) * 90;
Vector3 transformValue = new Vector3();
//播放行走动画
animation.Play("walk");
//模型移动的位置数值
switch(newState)
{
case HERO_UP:
transformValue = Vector3.forward * Time.deltaTime;
break;
case HERO_DOWN:
transformValue = (-Vector3.forward) * Time.deltaTime;
break;
case HERO_LEFT:
transformValue = Vector3.left * Time.deltaTime;
break;
case HERO_RIGHT:
transformValue = (-Vector3.left) * Time.deltaTime;
break;
}
transform.Rotate(Vector3.up, rotateValue);
//移动人物
transform.Translate(transformValue * moveSpeed, Space.World);
state = newState;
}
}