这是Unity的教学项目Ceator Kit:FPS,可以通过UnityHub进行下载。
项目截图:
using System;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
[System.Serializable]//序列化
public class AmmoInventoryEntry
{
[AmmoType]
public int ammoType;//子弹类型
public int amount = 0;//子弹数量
}
public class Controller : MonoBehaviour
{
//Urg that's ugly, maybe find a better way
public static Controller Instance { get; protected set; }//单例模式
public Camera MainCamera;//主相机
public Camera WeaponCamera;//武器相机
public Transform CameraPosition;//相机位置
public Transform WeaponPosition;//武器位置
public Weapon[] startingWeapons;//开始的武器种类
//this is only use at start, allow to grant ammo in the inspector. m_AmmoInventory is used during gameplay
public AmmoInventoryEntry[] startingAmmo;//开始的弹药数量
[Header("Control Settings")]//隐藏
public float MouseSensitivity = 100.0f;//鼠标灵敏度
public float PlayerSpeed = 5.0f;//玩家速度
public float RunningSpeed = 7.0f;//奔跑速度
public float JumpSpeed = 5.0f;//跳跃速度
[Header("Audio")]
public RandomPlayer FootstepPlayer;//玩家音效控制
public AudioClip JumpingAudioCLip;//跳跃音效
public AudioClip LandingAudioClip;//走路音效
float m_VerticalSpeed = 0.0f;//垂直速度
bool m_IsPaused = false;//是否按下
int m_CurrentWeapon;//当前武器
float m_VerticalAngle, m_HorizontalAngle;//垂直角度,水平角度
public float Speed { get; private set; } = 0.0f;//速度
public bool LockControl { get; set; }//锁定控制,就没法操作
public bool CanPause { get; set; } = true;//可以按下
public bool Grounded => m_Grounded;//是否在地面上 =>goes to
CharacterController m_CharacterController;//玩家控制器
bool m_Grounded;
float m_GroundedTimer;//地面记录时间
float m_SpeedAtJump = 0.0f;//在跳跃时的速度
List<Weapon> m_Weapons = new List<Weapon>();//当前的武器列表
Dictionary<int, int> m_AmmoInventory = new Dictionary<int, int>();//弹夹/剩余弹药数量
void Awake()
{
Instance = this;
}
void Start()
{
Cursor.lockState = CursorLockMode.Locked;//屏幕锁定
Cursor.visible = false;//隐藏硬件指针
m_IsPaused = false;//初始化为没有按键按下
m_Grounded = true;//初始化为在地面上
MainCamera.transform.SetParent(CameraPosition, false);//主相机设置到相机位置子物体下,不使用世界坐标
MainCamera.transform.localPosition = Vector3.zero;//初始化到父物体坐标原点
MainCamera.transform.localRotation = Quaternion.identity;//初始化相机角度为默认
m_CharacterController = GetComponent<CharacterController>();//初始化角色控制器为当前物体的角色控制器
for (int i = 0; i < startingWeapons.Length; ++i)//遍历开始的武器
{
PickupWeapon(startingWeapons[i]);
}
for (int i = 0; i < startingAmmo.Length; ++i)//设置初始的弹药量
{
ChangeAmmo(startingAmmo[i].ammoType, startingAmmo[i].amount);
}
m_CurrentWeapon = -1;//初始化当前武器为没有
ChangeWeapon(0);//设置当前武器为0号武器
for (int i = 0; i < startingAmmo.Length; ++i)//装载当前的弹药量
{
m_AmmoInventory[startingAmmo[i].ammoType] = startingAmmo[i].amount;
}
m_VerticalAngle = 0.0f;//初始垂直角度为0
m_HorizontalAngle = transform.localEulerAngles.y;//水平角度为当前物体欧拉角的y值
}
void Update()
{
if (CanPause && Input.GetButtonDown("Menu"))//按下菜单键,就先显示菜单
{
PauseMenu.Instance.Display();
}
FullscreenMap.Instance.gameObject.SetActive(Input.GetButton("Map")); //大地图显示由Map键控制
bool wasGrounded = m_Grounded;//判断过去一次刷新中玩家是否在地面上
bool loosedGrounding = false;//不在地面
//we define our own grounded and not use the Character controller one as the character controller can flicker
//between grounded/not grounded on small step and the like. So we actually make the controller "not grounded" only
//if the character controller reported not being grounded for at least .5 second;
//我们定义自己的接地,不使用角色控制器,因为角色控制器会闪烁
//在接地/不接地小台阶等之间。所以我们实际上只让控制器“不接地”
//如果角色控制器报告至少0.5秒没有接地;
if (!m_CharacterController.isGrounded)//角色控制器的不在地面
{
if (m_Grounded)//当前状态在地上
{
m_GroundedTimer += Time.deltaTime;//计算在空中上的时间
if (m_GroundedTimer >= 0.5f)
{
loosedGrounding = true;//设置当前状态是在空中
m_Grounded = false;
}
}
}
else
{
m_GroundedTimer = 0.0f;
m_Grounded = true;
}
Speed = 0;
Vector3 move = Vector3.zero;
if (!m_IsPaused && !LockControl)//没有按下按钮,并且没有锁定控制
{
// Jump (we do it first as
if (m_Grounded && Input.GetButtonDown("Jump"))//在地上并且按下Jump键
{
m_VerticalSpeed = JumpSpeed;//垂直速度升级为5
m_Grounded = false;//没在地上
loosedGrounding = true;//在空中
FootstepPlayer.PlayClip(JumpingAudioCLip, 0.8f,1.1f);//播放音效
}
//判断是否在奔跑中,如果当前武器的状态等于等待,而且按下了奔跑键
bool running = m_Weapons[m_CurrentWeapon].CurrentState == Weapon.WeaponState.Idle && Input.GetButton("Run");
float actualSpeed = running ? RunningSpeed : PlayerSpeed;//设置当前的实际速度,
if (loosedGrounding)//在空中也会到受到是否在奔跑的影响
{
m_SpeedAtJump = actualSpeed;
}
// Move around with WASD
move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxisRaw("Vertical"));//控制移动向量
if (move.sqrMagnitude > 1.0f)//当前移动向量平方长度大于1,就归一化,禁止其大于1
move.Normalize();
float usedSpeed = m_Grounded ? actualSpeed : m_SpeedAtJump;//当前使用的速度,在地上就使用实际速度,在空中就是用跳跃速度
move = move * usedSpeed * Time.deltaTime;//移动向量
move = transform.TransformDirection(move);//将移动向量转为世界坐标轴
m_CharacterController.Move(move);//开始移动
// Turn player
float turnPlayer = Input.GetAxis("Mouse X") * MouseSensitivity;//灵敏度控制,并获取他的鼠标当前X轴翻转的角度,也就是偏航角
m_HorizontalAngle = m_HorizontalAngle + turnPlayer;//获取到当前的角度
//控制其横向角度在0到360之间
if (m_HorizontalAngle > 360) m_HorizontalAngle -= 360.0f;
if (m_HorizontalAngle < 0) m_HorizontalAngle += 360.0f;
Vector3 currentAngles = transform.localEulerAngles;//获取到当前的角度
currentAngles.y = m_HorizontalAngle;//将y轴旋转度数设置为当前鼠标的实际旋转角度
transform.localEulerAngles = currentAngles;//
// Camera look up/down
var turnCam = -Input.GetAxis("Mouse Y");//控制镜头上下的
turnCam = turnCam * MouseSensitivity;
m_VerticalAngle = Mathf.Clamp(turnCam + m_VerticalAngle, -89.0f, 89.0f);//将值限定在-89到89度之间,防止出现
currentAngles = CameraPosition.transform.localEulerAngles;
currentAngles.x = m_VerticalAngle;
CameraPosition.transform.localEulerAngles = currentAngles;
//判断当前武器是否开火
m_Weapons[m_CurrentWeapon].triggerDown = Input.GetMouseButton(0);
Speed = move.magnitude / (PlayerSpeed * Time.deltaTime);
if (Input.GetButton("Reload"))//重新加载
m_Weapons[m_CurrentWeapon].Reload();
if (Input.GetAxis("Mouse ScrollWheel") < 0)//就是鼠标中键滑动控制武器
{
ChangeWeapon(m_CurrentWeapon - 1);
}
else if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
ChangeWeapon(m_CurrentWeapon + 1);
}
//Key input to change weapon
for (int i = 0; i < 10; ++i)//数字键快速切换当前武器
{
if (Input.GetKeyDown(KeyCode.Alpha0 + i))
{
int num = 0;
if (i == 0)
num = 10;
else
num = i - 1;
if (num < m_Weapons.Count)
{
ChangeWeapon(num);
}
}
}
}
// Fall down / gravity
m_VerticalSpeed = m_VerticalSpeed - 10.0f * Time.deltaTime;//计算当前重力
if (m_VerticalSpeed < -10.0f)//最大重力为-10
m_VerticalSpeed = -10.0f; // max fall speed
var verticalMove = new Vector3(0, m_VerticalSpeed * Time.deltaTime, 0);
var flag = m_CharacterController.Move(verticalMove);//施加重力
if ((flag & CollisionFlags.Below) != 0)//到地面了
m_VerticalSpeed = 0;
if (!wasGrounded && m_Grounded)//落地时播放音效
{
FootstepPlayer.PlayClip(LandingAudioClip, 0.8f,1.1f);
}
}
public void DisplayCursor(bool display)//是否隐藏鼠标
{
m_IsPaused = display;
Cursor.lockState = display ? CursorLockMode.None : CursorLockMode.Locked;
Cursor.visible = display;
}
void PickupWeapon(Weapon prefab)//拾捡武器
{
//TODO : maybe find a better way than comparing name...
if (m_Weapons.Exists(weapon => weapon.name == prefab.name))//以及有了该武器
{//if we already have that weapon, grant a clip size of the ammo type instead
ChangeAmmo(prefab.ammoType, prefab.clipSize);//就刷新弹药量
}
else//否则就创建一把新的武器
{
var w = Instantiate(prefab, WeaponPosition, false);
w.name = prefab.name;
w.transform.localPosition = Vector3.zero;
w.transform.localRotation = Quaternion.identity;
w.gameObject.SetActive(false);//不显示
w.PickedUp(this);//将这个武器的归属权给予玩家
m_Weapons.Add(w);//武器列表增加
}
}
void ChangeWeapon(int number)//根据索引值改变武器
{
if (m_CurrentWeapon != -1)
{
m_Weapons[m_CurrentWeapon].PutAway();//初始化
m_Weapons[m_CurrentWeapon].gameObject.SetActive(false);//设置为不可见
}
m_CurrentWeapon = number;//设置当前武器
//控制其不会超出范围
if (m_CurrentWeapon < 0)
m_CurrentWeapon = m_Weapons.Count - 1;
else if (m_CurrentWeapon >= m_Weapons.Count)
m_CurrentWeapon = 0;
//显示武器
m_Weapons[m_CurrentWeapon].gameObject.SetActive(true);
m_Weapons[m_CurrentWeapon].Selected();//设置当前武器已被选择
}
public int GetAmmo(int ammoType)//获取弹药量
{
int value = 0;
m_AmmoInventory.TryGetValue(ammoType, out value);//从玩家的弹药仓库里面去获取该武器的总弹药量
return value;
}
public void ChangeAmmo(int ammoType, int amount)//改变弹药数量,通过弹药类型和数量
{
if (!m_AmmoInventory.ContainsKey(ammoType))//判断是否有这个类型的弹药
m_AmmoInventory[ammoType] = 0;
var previous = m_AmmoInventory[ammoType];
m_AmmoInventory[ammoType] = Mathf.Clamp(m_AmmoInventory[ammoType] + amount, 0, 999);//限制最小量与最大量
if (m_Weapons[m_CurrentWeapon].ammoType == ammoType)
{
if (previous == 0 && amount > 0)//如果仓库中没有弹药了,却要切换,就隐藏该武器
{//we just grabbed ammo for a weapon that add non left, so it's disabled right now. Reselect it.
m_Weapons[m_CurrentWeapon].Selected();//判断当前武器的状态
}
WeaponInfoUI.Instance.UpdateAmmoAmount(GetAmmo(ammoType));//刷新弹药量
}
}
public void PlayFootstep()//播放音效
{
FootstepPlayer.PlayRandom();
}
}