最近跟着UnityLearn做一个小游戏,发现官方另一种人物走法比我以往写的要更加顺滑
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
Vector3 p_Movement;
Quaternion p_Rotation = Quaternion.identity;
Animator p_Animator;
Rigidbody p_Rigidbody;
AudioSource p_FootAudio;
/// <summary>
/// 旋转速度
/// </summary>
public float rotaSpeed=20f;
// Start is called before the first frame update
void Start()
{
p_FootAudio = transform.GetComponent<AudioSource>();
p_Rigidbody = GetComponent<Rigidbody>();
p_Animator = GetComponent<Animator>();
}
// Update is called once per frame
void FixedUpdate()
{
float horizontal = Input.GetAxis("Horizontal");//获取横向,最大为1
float vertical = Input.GetAxis("Vertical");//获取纵向,最大为1
p_Movement.Set(horizontal,0,vertical);//把横纵向值赋给一个vector3变量
//这个变量就是一个模向量
p_Movement.Normalize();//同时向两边前进(斜着前进),那么斜边就大于1(速度会大于直走),把该向量归一化
//判断动画是否播放
bool hasHInput = !Mathf.Approximately(horizontal,0);
bool hasVInput = !Mathf.Approximately(vertical,0);
bool iswalking = hasHInput || hasVInput;
p_Animator.SetBool("isWalking",iswalking);
if (iswalking)
{
if (!p_FootAudio.isPlaying)
p_FootAudio.Play();
}
else {
p_FootAudio.Stop();
}
//设置角色旋转
Vector3 Rota = Vector3.RotateTowards(transform.forward,p_Movement,rotaSpeed*Time.deltaTime,0);
p_Rotation = Quaternion.LookRotation(Rota);//看向得到的旋转度,产生相应的旋转
}
private void OnAnimatorMove()
{
//deltaPosition获取动画因为根运动而导致的坐标变化,然后用magnitude获取其中的长度(相当于用了animator自身的位移,用了自己获取的方向)
p_Rigidbody.MovePosition(p_Rigidbody.position+p_Movement*p_Animator.deltaPosition.magnitude);
p_Rigidbody.MoveRotation(p_Rotation);
}
}