Unity——玩家控制器

移动脚本:

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

public class PlayMovement: MonoBehaviour
{
    public float moveSpeed = 6f;
    public float turnSpeed = 20f;
    public Transform camTf;

    float horizontal;
    float vertical;
    Vector3 camForward;
    Quaternion m_Rotation = Quaternion.identity;//旋转四元数


    void FixedUpdate()
    {
        horizontal = Input.GetAxis("Horizontal");//水平输入AD
        vertical = Input.GetAxis("Vertical");//竖直输入WS

        transform.Translate(camTf.right * horizontal * moveSpeed * Time.deltaTime + camForward * vertical * moveSpeed * Time.deltaTime, Space.World);

        //判断是否移动
        bool hasHorizontalInput = !Mathf.Approximately(horizontal, 0f);//是否有水平输入
        bool hasVerticalInput = !Mathf.Approximately(vertical, 0f);//是否有竖直输入
        bool IsWalking = hasHorizontalInput || hasVerticalInput;

        if (IsWalking)
        {
            Rotating(horizontal, vertical);
        }


    }

    void Rotating(float h, float v)
    {
        camForward = Vector3.Cross(camTf.right, Vector3.up);
        Vector3 targetDir = camTf.right * h + camForward * v;
        m_Rotation = Quaternion.LookRotation(targetDir, Vector3.up);
        transform.rotation = Quaternion.Lerp(transform.rotation, m_Rotation, turnSpeed * Time.deltaTime);
    }
}

摄像机跟随脚本:

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

public class Move : MonoBehaviour
{
    public Transform player;
    public float xSpeed = 200;  //水平速度
    public float ySpeed = 200;  //垂直速度
    public float mSpeed = 10;   //调整视距速度
    public float yMinLimit = -50;
    public float yMaxLimit = 50;
    public float distance = 10; //视距
    public float minDistance = 2;
    public float maxDistance = 30;

    public bool needDamping = false; //平滑阻尼
    float damping = 5.0f;   //平滑速度
    public float x = 0.0f;  //水平旋转角
    public float y = 0.0f;  //垂直旋转角

    void Start()
    {
        Vector3 angles = transform.eulerAngles;
        x = angles.y;   //水平旋转绕y轴
        y = angles.x;   //垂直旋转绕x轴
    }


    void LateUpdate()
    {
        if (player)
        {
            if (Input.GetMouseButton(1))
            {
                x += Input.GetAxis("Mouse X") * xSpeed * 0.02f;
                y -= Input.GetAxis("Mouse Y") * ySpeed * 0.02f;
                y = ClampAngle(y, yMinLimit, yMaxLimit);
            }
            distance -= Input.GetAxis("Mouse ScrollWheel") * mSpeed;    //滚轮调整视距
            distance = Mathf.Clamp(distance, minDistance, maxDistance);
            Quaternion rotation = Quaternion.Euler(y, x, 0.0f);
            Vector3 disVector = new Vector3(0.0f, 0.0f, -distance);
            Vector3 position = rotation * disVector + player.position;
            //通过插值平滑
            if (needDamping)
            {
                transform.rotation = Quaternion.Lerp(transform.rotation, rotation, Time.deltaTime * damping);
                transform.position = Vector3.Lerp(transform.position, position, Time.deltaTime * damping);
            }
            else
            {
                transform.position = position;
                transform.rotation = rotation;
            }
        }
    }

    //计算夹角
    static float ClampAngle(float angle, float min, float max)
    {
        if (angle < -360)
            angle += 360;
        if (angle > 360)
            angle -= 360;
        return Mathf.Clamp(angle, min, max);
    }
}

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