玩家移动脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
public class PlyerCtr : MonoBehaviour
{

    public int MoveSpeed;

    private Rigidbody _rig;//给物体加刚体
    private Animator _animator;//给物体加动画切片
    private Vector3 _movePosition;//想要有物体死亡的慢慢向下的过度动画
    private float h, v;//定义
    private Camera _mainCamera;
    // Use this for initialization
    void Start()
    {
        _rig = GetComponent<Rigidbody>();
        if (null == _rig)
        {
            _rig = gameObject.AddComponent<Rigidbody>();
        }
        要想保持物体不掉落和不倒
        //冻结X和Z轴
        _rig.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ| RigidbodyConstraints.FreezePositionY;
        h = 0;
        v = 0;
        _movePosition = Vector3.zero;
        MoveSpeed = 5;
        _animator = GetComponent<Animator>();
        _mainCamera = Camera.main;
    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            DeathFunc();
            
        }
    }

     public void FixedUpdate()
    {
        h = Input.GetAxis("Horizontal");
        v = Input.GetAxis("Vertical");
        _movePosition.Set(h, 0, v);


        #region 移动
        //transform.position + _mp
        _movePosition = _movePosition.normalized * MoveSpeed;
        _rig.MovePosition(transform.position + _movePosition * Time.deltaTime);


        #endregion

        #region 旋转
        //射线检测
        Ray _ray = _mainCamera.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;
        if (Physics.Raycast(_ray, out hit, 100, 1 << 8))
        {
            //保持玩家Y一样   背会
            Vector3 posVector3 = new Vector3(hit.point.x, transform.position.y, hit.point.z);
            posVector3 = posVector3 - transform.position;
            transform.rotation = Quaternion.LookRotation(posVector3);
        }



        #endregion

        #region 动画

        bool isMove = h == 0 && v == 0;
        //   bool isMove = h != 0 || v != 0;
        _animator.SetBool("Move", !isMove);

        #endregion
    }

    void DeathFunc()
    {
        _animator.SetTrigger("Death");
        _rig.isKinematic = true;
        transform.DOLocalMoveY(-2, 5);

    }
    public void StopGame()
    {
        
    }
}
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