移动:
1、SimpleMove(Vector3: vector3&speed)
简单移动,可以根据vector3方向移动,物体不需要添加刚体即受重力影响,不需要添加碰撞器即可以产生碰撞,但无法推动其它物体。
2、Move(Vector3: vector3&speed)
移动,根据vector3方向移动,速度比SimpleMove快许多,不受重力影响,但可以在不添加碰撞器的情况下产生碰撞,无法推动其它物体。
sample
![](https://i-blog.csdnimg.cn/blog_migrate/8f900a89c6347c561fdf2122f13be562.gif)
![](https://i-blog.csdnimg.cn/blog_migrate/961ddebeb323a10fe0623af514929fc1.gif)
using UnityEngine; using System.Collections; public class CharControl : MonoBehaviour { CharacterController charCtl ; // Use this for initialization void Start () { charCtl = GetComponent<CharacterController>() ; } // Update is called once per frame void Update () { charCtl.Move(new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"))* 0.5f) ; // charCtl.SimpleMove(new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"))* 10) ; } }
碰撞:
固定代码,需要添加刚体,也可以不添加刚体,改变函数中判断
![](https://i-blog.csdnimg.cn/blog_migrate/8f900a89c6347c561fdf2122f13be562.gif)
![](https://i-blog.csdnimg.cn/blog_migrate/961ddebeb323a10fe0623af514929fc1.gif)
public float pushPower = 2.0F; void OnControllerColliderHit(ControllerColliderHit hit) { Rigidbody body = hit.collider.attachedRigidbody;//没有刚体返回空 if (body == null || body.isKinematic) return; if (hit.moveDirection.y < -0.3F)//被碰撞物体在它下面 return; Vector3 pushDir = new Vector3(hit.moveDirection.x, 0, hit.moveDirection.z); body.velocity = pushDir * pushPower; }
使一人物围绕三个点自动巡逻 转弯时为平滑转弯
两种方法:
1、 改变transform.forward
2、 改变transform.rotation
using UnityEngine; using System.Collections; public class CharControl : MonoBehaviour { CharacterController charCtl ; public Transform[] point ; public Transform nextPoint ; Transform t1 ; public int index ; // Use this for initialization void Start () { charCtl = GetComponent<CharacterController>() ; index = 0 ; nextPoint = point[0] ; } // Update is called once per frame void Update () { // charCtl.Move(new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"))* 0.5f) ; // charCtl.SimpleMove(new Vector3(0, 0, Input.GetAxis("Vertical"))* 10) ; // changeForward() ; changeRotation() ; } void changeForward(){ if(Vector3.Distance(IgnoreY(transform.position), IgnoreY(nextPoint.position))>0.2f){ Vector3 direction = (IgnoreY(nextPoint.position)-IgnoreY(transform.position)).normalized ;//must be normalized transform.forward = Vector3.Lerp(transform.forward, direction, 0.1f); // charCtl.transform.forward = direction; // charCtl.transform.LookAt(nextPoint.position); charCtl.SimpleMove(transform.forward*10) ; }else{ index = (index+1)%point.Length ; nextPoint = point[index] ; } } void changeRotation(){ if(Vector3.Distance(IgnoreY(transform.position), IgnoreY(nextPoint.position))>0.2f){ Vector3 direction = (IgnoreY(nextPoint.position)-IgnoreY(transform.position)).normalized ; Quaternion rotation = Quaternion.LookRotation(direction); transform.rotation = Quaternion.Lerp(transform.rotation, rotation, 0.1f); charCtl.SimpleMove(transform.forward*10) ; }else{ index = (index+1)%point.Length ; nextPoint = point[index] ; } } Vector3 IgnoreY(Vector3 x){ return new Vector3(x.x, 0, x.z) ; } public float pushPower = 2.0F; void OnControllerColliderHit(ControllerColliderHit hit) { Rigidbody body = hit.collider.attachedRigidbody;//no rigidbody return null if (body == null || body.isKinematic) return; if (hit.moveDirection.y < -0.3F) return; Vector3 pushDir = new Vector3(hit.moveDirection.x, 0, hit.moveDirection.z); body.velocity = pushDir * pushPower; } }