备忘录:unity的两种角色移动方式

方法一:把脚本挂到主角上,实现主角前后左右移动和跳跃

注意:主角需要加Rigidbody 来实现物理特性。并锁定X和Z轴的旋转,防止模型的轴错乱。

using UnityEngine;

public class JumpAndGravity : MonoBehaviour
{
    public float moveSpeed = 1f;
    public float jumpForce = 1f;
    private bool isGrounded;
    private Rigidbody rb;

    void Start()
    {
        rb = GetComponent<Rigidbody>();
    }

    void Update()
    {
        float horizontal = Input.GetAxis("Horizontal");
        float vertical = Input.GetAxis("Vertical");

        Vector3 movement = new Vector3(horizontal, 0.0f, vertical) * moveSpeed * Time.deltaTime;
        transform.Translate(movement);
        

        if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
        {
            rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
        }
    }

    void OnCollisionEnter(Collision collision)
    {
        isGrounded = true;
    }

    void OnCollisionExit(Collision collision)
    {
        isGrounded = false;
    }
}

方法二:AD控制左右旋转,WS控制前后移动,不考虑跳跃的移动代码

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

public class tankrun : MonoBehaviour
{
    Rigidbody rb = null;
    float moveSpeed = 10;
    float angularSpeed = 10;
    void Start()
    {
        rb = transform.GetComponent<Rigidbody>();
    }

    // Update is called once per frame
    void Update()
    {
        float horizontalInput = Input.GetAxis("Horizontal");
        float verticalInput = Input.GetAxis("Vertical");
        rb.velocity = transform.forward * verticalInput * moveSpeed;
        rb.angularVelocity = new Vector3(0,1,0) * horizontalInput * angularSpeed;
    }
}

-----------------------------更新了摄像头跟随和shift键加速功能----------------------------

using UnityEngine;

public class JumpAndGravity : MonoBehaviour
{
    public float moveSpeed = 1f;
    public float jumpForce = 1f;
    private bool isGrounded;
    private Rigidbody rb;

    public GameObject Camera;
    Vector3 v3 = Vector3.zero;
    void Start()
    {
        rb = GetComponent<Rigidbody>();
        v3 = Camera.transform.position - transform.position;
    }

    void Update()
    {
        float horizontal = Input.GetAxis("Horizontal");
        float vertical = Input.GetAxis("Vertical");
        if (Input.GetKeyDown(KeyCode.LeftShift)){ moveSpeed = moveSpeed * 2; }
        if (Input.GetKeyUp(KeyCode.LeftShift)){ moveSpeed = moveSpeed / 2; }

        Vector3 movement = new Vector3(horizontal, 0.0f, vertical) * moveSpeed * Time.deltaTime;
        transform.Translate(movement);
        

        if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
        { rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse); }


        Camera.transform.position = transform.position + v3;
    }

    void OnCollisionEnter(Collision collision)
    {
        isGrounded = true;
    }

    void OnCollisionExit(Collision collision)
    {
        isGrounded = false;
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class tankrun : MonoBehaviour
{
    Rigidbody rb = null;
    public float moveSpeed = 10;
    public float angularSpeed = 10;

    public GameObject Camera;
    Vector3 v3= Vector3.zero;  
    void Start()
    {
        rb = transform.GetComponent<Rigidbody>();
        v3 =Camera.transform.position - transform.position;
    }

    // Update is called once per frame
    void Update()
    {
        float horizontalInput = Input.GetAxis("Horizontal");
        float verticalInput = Input.GetAxis("Vertical");
        if (Input.GetKeyDown(KeyCode.LeftShift)){ moveSpeed = moveSpeed * 2; }
        if (Input.GetKeyUp(KeyCode.LeftShift)){ moveSpeed = moveSpeed / 2; }
        rb.velocity = transform.forward * verticalInput * moveSpeed;
        rb.angularVelocity = new Vector3(0,1,0) * horizontalInput * angularSpeed;



        Camera.transform.position = transform.position + v3;
    }
}

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