第三人称移动

键盘输入

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerInput : MonoBehaviour
{
    public static PlayerInput instance;
    public float animSpeed = 0;
    public Vector3 moveDirection;
    [SerializeField] string keyUp;
    [SerializeField] string keyDown;
    [SerializeField] string keyRight;
    [SerializeField] string keyLeft;
    float xAxisValue;
    float yAxisValue;
    float targetXValue;
    float targetYValue;
    float velocity = 0;
    float velocity2 = 0;
    bool inputEnable = true;
    private void Awake()
    {
        instance = this;
    }
    void Update()
    {
        targetYValue = (Input.GetKey(keyUp) ? 1 : 0) - (Input.GetKey(keyDown) ? 1 : 0);
        targetXValue = (Input.GetKey(keyRight) ? 1 : 0) - (Input.GetKey(keyLeft) ? 1 : 0);
        if (inputEnable == false)
        {
            targetXValue = 0;
            targetYValue = 0;
        }
        xAxisValue = Mathf.SmoothDamp(xAxisValue, targetXValue, ref velocity, 0.1f);
        yAxisValue = Mathf.SmoothDamp(yAxisValue, targetYValue, ref velocity2, 0.1f);

        Vector2 output = SquareToCircle(new Vector2(xAxisValue, yAxisValue));

        animSpeed = Mathf.Sqrt(output.x * output.x + output.y * output.y);
        moveDirection = transform.right * output.x + transform.forward * output.y;
    }
    Vector2 SquareToCircle(Vector2 input)
    {
        Vector2 output;
        output.x = input.x * Mathf.Sqrt(1 - (input.y * input.y) / 2);
        output.y = input.y * Mathf.Sqrt(1 - (input.x * input.x) / 2);
        return output;
    }
}

模型移动

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ActorController : MonoBehaviour
{
    public GameObject model;
    public Animator anim;
    public CharacterController character;
    float gravity = 9.8f;
    Vector3 worldDirection;
    float moveSpeed = 5f;
    void Update()
    {
        anim.SetFloat("forward", PlayerInput.instance.animSpeed);
        if (PlayerInput.instance.animSpeed > 0.01f)
        {
            Vector3 targetForward = Vector3.Slerp(model.transform.forward, PlayerInput.instance.moveDirection, 0.3f);
            model.transform.forward = targetForward;
        }
        if (character.isGrounded)
        {
            worldDirection = PlayerInput.instance.moveDirection;
        }
        worldDirection.y -= gravity * Time.deltaTime;
        character.Move(worldDirection * Time.deltaTime * moveSpeed);
    }
}

相机旋转

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraController : MonoBehaviour
{
    public GameObject playerHandle;
    public GameObject cameraHandle;
    public GameObject model;
    public float rotateX;
    public float rotateY;
    float tempEulerX;
    void Update()
    {
        if (Input.GetMouseButton(1))
        {
            rotateX = Input.GetAxisRaw("Mouse X");
            rotateY = Input.GetAxisRaw("Mouse Y");
            Vector3 tempModelEuler = model.transform.eulerAngles;
            playerHandle.transform.Rotate(Vector3.up, rotateX);
            tempEulerX -= rotateY;
            tempEulerX = Mathf.Clamp(tempEulerX, -15, 20);
            cameraHandle.transform.localEulerAngles = new Vector3(tempEulerX, 0, 0);
            model.transform.eulerAngles = tempModelEuler;
        }
    }
}

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