unity键盘手柄控制

 

 

 

 ​​​​​

 

 

 player movement

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

public class playermovement : MonoBehaviour
{
    private CharacterController characterController;
    public float walkspeed = 10f;
    public float runSpeed = 15f;
    public float speed;
    public Vector3 movedirction;
    public KeyCode runinputname;
    public float jumpforce = 3f;
    public Vector3 velocity;
    public string jumpinputname = "Jump";
    public bool isrun;

    public float gravity = -20f;
    

    public bool isrun1;
    public bool isjump;
    public bool isground;

    // Start is called before the first frame update
    private void Start()
    {
        characterController = GetComponent<CharacterController>();
        runinputname = KeyCode.LeftShift;
       


    }

    // Update is called once per frame
    private void Update()
    {
        
        Move();
        


    }
    public void Move()
    {
        float h = Input.GetAxis("Horizontal");
        float v = Input.GetAxis("Vertical");
        movedirction = (transform.right * h + transform.forward * v);
        isrun = Input.GetKey(runinputname);
        isrun1 = Input.GetButton("LB");
        if (isrun || isrun1) { speed = runSpeed; }
        else { speed = walkspeed; };
        characterController.Move(movedirction * speed * Time.deltaTime);

       
        characterController.Move(velocity * Time.deltaTime);
      
        

            velocity.y += gravity * Time.deltaTime;//不在地面上(空中,累加重力值);
            
        
        characterController.Move(velocity * Time.deltaTime); //施加重力;
        Jump();
    }
    public void Jump()
    {
        isjump = Input.GetButtonDown(jumpinputname);
        if (isjump) { velocity.y = Mathf.Sqrt(jumpforce * -2f * gravity); };
    }
    
}

 camera move

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

public class Cameramove : MonoBehaviour
{
    public float mouseSensitiviy = 100f;
    public Transform playerboby;
 
    
    public float yRotation = 0f;
    // Start is called before the first frame update
    void Start()
    {
        transform.localRotation = Quaternion.Euler(0f, 0f, 0f);
    }

    // Update is called once per frame
    void Update()
    {

        float x = Input.GetAxis("Mouse X")*mouseSensitiviy *Time.deltaTime;
        float y = Input.GetAxis("Mouse Y") *mouseSensitiviy *Time.deltaTime ;
        float y1 = Input.GetAxis("Mouse Y") ;
        float x1 = Input.GetAxis("Mouse X");
        yRotation -= y;



        if ((Mathf.Abs(y1) > 0.1)&&(yRotation< 70) && (yRotation > -100))
        {
           
            transform.localRotation = Quaternion.Euler(yRotation, 0f, 0f);
           
        }
        else
        {  }
        if (Mathf.Abs(x1) > 0.1)
        { playerboby.Rotate(Vector3.up * x); }
        else
        { }
        




        //transform.localRotation =  Quaternion.AngleAxis(yRotation, Vector3.right);
        //playerboby.Rotate(Vector3.up * x);

    }
}

 

 

 

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