Unity3d 角色跳跃

using UnityEngine;
using UnityEngine.AI;

public class SpaceJump : MonoBehaviour
{
    public float distance = 5f;
    public float hight = 8f;
    public float useTime = 1.5f;
    public KeyCode JumpKeyCode = KeyCode.Space;
    public bool isJumping = false;//是否在跳跃中
    public bool isContinueJump = true;//是否允许连跳
    public int jumpCountMax = 5;//最高允许连跳几次
    public int currJumpCount = 0;//当前连跳次数
    Vector3 addForce;
    private Rigidbody rigidbody;
    private NavMeshAgent agent;

    void Awake()
    {
        rigidbody = GetComponent<Rigidbody>();
        agent = GetComponent<NavMeshAgent>();
    }

    void FixedUpdate()
    {
        if (Input.GetKeyDown(JumpKeyCode)) Jump();
        if (isJumping && rigidbody && rigidbody.velocity.y == 0) JumpOver();// 落地
    }

    /// <summary>
    /// 跳跃结束
    /// </summary>
    public void JumpOver()
    {
        isJumping = false;
        if (rigidbody)
        {
            currJumpCount = 0;
            addForce = Vector3.zero;
            rigidbody.velocity = Vector3.zero;
        }
    }

    void iTweenJump()
    {
        Vector3 p2;//角色落点
        Vector3 p1;//最高点
        Vector3 dir = GetToMouseDir();//方向是跳向鼠标,transform.forward是跳向前方
        p1 = transform.position + dir * (distance / 2) + transform.up * hight;//第二个点:起始位置前方几米处上方几米的坐标.
        p2 = transform.position + dir * distance;
        //找到碰撞器 落脚点
        RaycastHit raycastHit; //碰撞体信息
        if (Physics.Raycast(p2, Vector3.down, out raycastHit, 81f))
        {
            p2 = raycastHit.point;
        }
        Vector3[] paths = new Vector3[3];
        paths[0] = transform.position;
        paths[1] = p1;
        paths[2] = p2;
        iTween.MoveTo(gameObject, iTween.Hash("path", paths, "movetopath", true, "time", useTime, "oncomplete", "JumpOver"));//movetopath=false按点移动,=true按照点构成的曲线路径移动
    }

    /// <summary>
    ///角色坐标 到 鼠标位置的方向
    /// </summary>
    Vector3 GetToMouseDir()
    {
        Vector3 dir = Vector3.forward;
        //从射相机的近裁剪面 开始并穿过 屏幕中鼠标像素坐标 的射线,从摄像机通过一个屏幕点的射线
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit = new RaycastHit();
        if (Physics.Raycast(ray, out hit))
        {
            Vector3 hitPos = hit.point;
            Vector3 playerPos = transform.position;
            //向量减法 和y无关,所以同步一下高度
            playerPos.y = hitPos.y;
            //向量减法,得到一个向量,包含方向和距离
            dir = (hitPos - playerPos);
            //归一化 去除距离 ,只要方向,如果不去除距离 ,那么角色闪到鼠标点击的位置
            dir = dir.normalized;
        }
        return dir;
    }

    void RigidbodyJump()
    {
        if (isJumping)
        {
            if (isContinueJump)
            {
                if (currJumpCount >= jumpCountMax)
                {
                    return;
                }
            }
            else
            {
                return;
            }
        }
        currJumpCount += 1;
        //打开刚体移动
        rigidbody.constraints = RigidbodyConstraints.None;
        rigidbody.constraints = RigidbodyConstraints.FreezeRotation;
        //角色当前刚体速度
        float xSpeed = 0;
        float zSpeed = 0;
        if (agent == null || agent.enabled == false)
        {
            xSpeed = rigidbody.velocity.x;
            zSpeed = rigidbody.velocity.z;
        }
        else
        {
            xSpeed = agent.velocity.x;
            zSpeed = agent.velocity.z;
            agent.enabled = false;
        }
        Vector3 add;
        if (xSpeed == 0 && zSpeed == 0)
        {//站立状态:向上眺
            add = transform.up * hight;
            rigidbody.velocity += add;
        }
        else
        {//移动状态:向鼠标方向跳
            Vector3 dir = GetToMouseDir();
            add = dir * distance + transform.up * hight;
            if (addForce == Vector3.zero)
            {//判断是第一次跳跃,就跳固定值高度
                rigidbody.velocity = add;
            }
            else
            {
                rigidbody.velocity += add;
            }
        }
        addForce += add;
        //Debug.LogError("Rigidbody" + GetComponent<Rigidbody>().velocity+"zSpeed:" + zSpeed+ "xSpeed:"+ xSpeed+"dir:" + dir+"add"  + add+"rigidbody.velocity = " +rigidbody.velocity + "force" + addForce);
        rigidbody.AddForce(addForce);
        // 设置 角色状态  动画 等为跳跃
    }

    public void Jump()
    {
        if (rigidbody)
        {
            RigidbodyJump();
        }
        else
        {
            iTweenJump();
        }
        isJumping = true;
    }

}

 

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