unity CharacterController简单控制脚本

using System;
using UnityEngine;
[RequireComponent(typeof(CharacterController))]
public class PlayerMoveTest : MonoBehaviour
{
    [SerializeField] private float m_WalkSpeed;
    [SerializeField] private float m_StickToGroundForce;
    [SerializeField] private float m_GravityMultiplier;
    [SerializeField] private float m_StepInterval;
    private Vector2 m_Input;
    private Vector3 m_MoveDir = Vector3.zero;
    private CharacterController m_CharacterController;
    private CollisionFlags m_CollisionFlags;
    private void Start()
    {
        m_CharacterController = GetComponent<CharacterController>();
    } 
    private void FixedUpdate()
    {
        float horizontal = Input.GetAxis("Horizontal");
        float vertical = Input.GetAxis("Vertical");
        m_Input = new Vector2(horizontal, vertical);
        Vector3 desiredMove = transform.forward * m_Input.y + transform.right *m_Input.x;
        m_MoveDir.x = desiredMove.x* m_WalkSpeed;
        m_MoveDir.z = desiredMove.z* m_WalkSpeed;
        if (m_CharacterController.isGrounded)
        {
            m_MoveDir.y = -m_StickToGroundForce;
            Debug.Log(" m_MoveDir.y: " + m_MoveDir.y);
        }
        else
        {
            m_MoveDir += Physics.gravity* m_GravityMultiplier * Time.fixedDeltaTime;
        }
        m_CollisionFlags = m_CharacterController.Move(m_MoveDir* Time.fixedDeltaTime);       
    }
    private void OnControllerColliderHit(ControllerColliderHit hit)
    {
        
    }
}

 

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