public float speed;
public Vector3 RayOrigin;
Ray ray;
// Start is called before the first frame update
void Start()
{
}
float distance = 0;
float h = 3;
// Update is called once per frame
void Update()
{
RayOrigin = new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.z) + this.transform.forward * 1.2f;
ray.origin = RayOrigin;
ray.direction = new Vector3(0, -1, 0);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
if (distance == 0) distance = hit.distance;
if (math.abs(distance - hit.distance) > 0.2)
{
float _d = math.abs(distance - hit.distance);
if (hit.distance > distance)
{
_d = -_d;
}
this.transform.Translate(0, _d, 0);
}
}
if (Input.GetKey(KeyCode.UpArrow))
{
this.transform.Translate(0, 0, Time.deltaTime * speed);
}
if (Input.GetKey(KeyCode.DownArrow))
this.transform.Translate(0, 0, -Time.deltaTime);
if (Input.GetKey(KeyCode.LeftArrow))
this.transform.Rotate(0, -1, 0);
if (Input.GetKey(KeyCode.RightArrow))
this.transform.Rotate(0, 1, 0);
}
实现了爬楼梯下楼梯的基本逻辑,基本原理根据射线投射来改变角色位置,楼梯要增加刚体和碰撞,角色也是,大佬们如果还有其他思路请指教