我们要控制角色的移动,可以全部细节都由自己来实现。控制角色模型的移动,同时移动摄影机,改变视角。当然Unity也提供了一些组件,可以让我们做更少的工作,实现我们所期望的功能。今天我们就一起系统来学习相关的内容吧。
Charactor Controller(角色控制器)
"角色控制器允许你在受制于碰撞的情况下很容易的进行运动,而不用处理刚体。角色控制器不受力的影响,仅仅当你调用Move函数时才运动。然后它将执行运动,但是受制于碰撞。"(---from unity3d官方文档) 我们通常在人物模型上加上这个组件后,就可以控制模型的移动了。要注意的一点是。加了角色控制器后,他就不受重力影响。所以要自己在move函数中处理重力的情况。即我们要自己出来y轴方向上的速度变化。
1.function SimpleMove (speed : Vector3) : bool
以一定的速度移动。将忽略Y轴上的速度。单位是m/s。重力被自动应用。建议每帧只调用一次Move或者SimpleMove。返回值是是否着地。
例子
CharacterController controller= GetComponent<CharacterController>(); Vector3 forward= transform.TransformDirection(Vector3.forward); float curSpeed = speed * Input.GetAxis ( "Vertical" ); ontroller.SimpleMove(forward * curSpeed);
2.function Move (motion : Vector3) : CollisionFlags
通过动力来移动控制器。动力只受限制于碰撞。它将沿着碰撞器滑动。这个函数不应用任何重力
如果只是单纯控制玩家的移动,那么用Character Controller足够了。如果还涉及到视角的切换。Unity提供了相关的组件。在项目中引入Character Controller(Asset->Import Asset),就可以将角色控制器组件导入我们的项目了。
经典的游戏CS就是第一人称视角的,摄像机就是我们的视角。人物的移动,导致视角的移动。(源码first.unity)
1.删除默认的摄像机
2.新建一个地形Terrain
3.从角色控制器组件中引入 First Person Controller到项目中
4.拖动First Person Controller到合适的位置
我们就可以看到效果了,以第一人称的视角移动,巡视整个场景。鼠标控制整体视角,方向键或者wasd按钮控制摄像机的移动。
很多角色扮演游戏(wow,dota)常用到第三人称视角。摄像机离我们的角色保持有一定距离,可以详细看到我们所扮演角色的各种行为动作。(源码third.unity)
1.创建一个地形
2.引入3rd Person Controller组件到项目中
3.修改默认摄像机的Tag为MainCamera
4.选中3rd Person Controller组件,将其 Third Person Camera 设置为MainCamera
可以看到效果了,可以看到扮演的角色。方向键或者wasd按键可以控制角色的移动,同时可以发现整个视角也会跟着移动
效果图
第一人称控制器脚本FPSInputController.js
function Update () { var directionVector = new Vector3(Input.GetAxis( "Horizontal" ), 0, Input.GetAxis( "Vertical" )); if (directionVector != Vector3.zero) { var directionLength = directionVector.magnitude; directionVector = directionVector / directionLength; directionLength = Mathf.Min(1, directionLength); directionLength = directionLength * directionLength; directionVector = directionVector * directionLength; } motor.inputMoveDirection = transform.rotation * directionVector; motor.inputJump = Input.GetButton("Jump" ); }
第三人称角色控制器ThirdPersonController.js
function Update() { if (!isControllable) { Input.ResetInputAxes(); } if (Input.GetButtonDown ( "Jump" )) { lastJumpButtonTime = Time.time; } UpdateSmoothedMovementDirection(); ApplyGravity (); ApplyJumping (); var movement = moveDirection * moveSpeed + Vector3 (0, verticalSpeed, 0) + inAirVelocity; movement *= Time.deltaTime; var controller : CharacterController = GetComponent(CharacterController); collisionFlags = controller.Move(movement); if (_animation) { if (_characterState == CharacterState.Jumping) { if (!jumpingReachedApex) { _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed; _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever; _animation.CrossFade(jumpPoseAnimation.name); } else { _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed; _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever; _animation.CrossFade(jumpPoseAnimation.name); } } else { if (controller.velocity.sqrMagnitude < 0.1) { _animation.CrossFade(idleAnimation.name); } else { if (_characterState == CharacterState.Running) { _animation[runAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, runMaxAnimationSpeed); _animation.CrossFade(runAnimation.name); } else if (_characterState == CharacterState.Trotting) { _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, trotMaxAnimationSpeed); _animation.CrossFade(walkAnimation.name); } else if (_characterState == CharacterState.Walking) { _animation[walkAnimation.name].speed = Mathf.Clamp(controller.velocity.magnitude, 0.0, walkMaxAnimationSpeed); _animation.CrossFade(walkAnimation.name); } } } } if (IsGrounded()) { transform.rotation = Quaternion.LookRotation(moveDirection); } else { var xzMove = movement; xzMove.y = 0; if (xzMove.sqrMagnitude > 0.001) { transform.rotation = Quaternion.LookRotation(xzMove); } } if (IsGrounded()) { lastGroundedTime = Time.time; inAirVelocity = Vector3.zero; if (jumping) { jumping = false ; SendMessage("DidLand" , SendMessageOptions.DontRequireReceiver); } } }
第三人控制器摄像机脚本ThirdPersonCamera.js
function Apply (dummyTarget : Transform, dummyCenter : Vector3) { if (!controller) return ; var targetCenter = _target.position + centerOffset; var targetHead = _target.position + headOffset; var originalTargetAngle = _target.eulerAngles.y; var currentAngle = cameraTransform.eulerAngles.y; var targetAngle = originalTargetAngle; if (Input.GetButton( "Fire2" )) snap = true ; if (snap) { if (AngleDistance (currentAngle, originalTargetAngle) < 3.0) snap = false ; currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, angleVelocity, snapSmoothLag, snapMaxSpeed); } else { if (controller.GetLockCameraTimer () < lockCameraTimeout) { targetAngle = currentAngle; } if (AngleDistance (currentAngle, targetAngle) > 160 && controller.IsMovingBackwards ()) targetAngle += 180; currentAngle = Mathf.SmoothDampAngle(currentAngle, targetAngle, angleVelocity, angularSmoothLag, angularMaxSpeed); } if (controller.IsJumping ()) { var newTargetHeight = targetCenter.y + height; if (newTargetHeight < targetHeight || newTargetHeight - targetHeight > 5) targetHeight = targetCenter.y + height; } else { targetHeight = targetCenter.y + height; } var currentHeight = cameraTransform.position.y; currentHeight = Mathf.SmoothDamp (currentHeight, targetHeight, heightVelocity, heightSmoothLag); var currentRotation = Quaternion.Euler (0, currentAngle, 0); cameraTransform.position = targetCenter; cameraTransform.position += currentRotation * Vector3.back * distance; cameraTransform.position.y = currentHeight; SetUpRotation(targetCenter, targetHead); }
角色控制,可以方便的控制游戏的视角。在很多游戏中,可以直接使用该组件,减少我们的重复开发工作
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