unity3d阶段性学习脚本代码(2个是摄像机跟随(2D游戏中的),1个是角色跳跃移动脚本)

//--------------------------------------------------------------------------------------MyCameraScrolling.js

private var target : Transform;//摄像机要跟随的目标

var distance = 25.0;//摄像机距离目标多远

var springiness = 40.0;//相机跟随目标的严格程度,值越小摄像机会变懒


private var targetLock = false;

private var savedInterpolationSetting = RigidbodyInterpolation.None;


function Awake () {
 // Set up our convenience references.
 
}


function SetTarget (newTarget : Transform, snap : boolean){
 
 if  (target) {//假如摄像机跟随的目标不为空 
  targetRigidbody = target.GetComponent (Rigidbody);//获取刚体组件
  if  (targetRigidbody)//目标具有刚体属性
   targetRigidbody.interpolation = savedInterpolationSetting;//设置刚体插值
 }
 
 target = newTarget;//重新设置目标
 
 if (target) {
  targetRigidbody = target.GetComponent (Rigidbody);
  if (targetRigidbody) {
   savedInterpolationSetting = targetRigidbody.interpolation;
   targetRigidbody.interpolation = RigidbodyInterpolation.Interpolate;
  }
 }
 
 if  (snap) {//是否关闭摄像机
  transform.position = GetGoalPosition ();
 }
 
}

function SetTarget (newTarget : Transform) {
 SetTarget (newTarget, false);
}


function LateUpdate () {
 // Where should our camera be looking right now?
 var goalPosition = GetGoalPosition ();
 
 // Interpolate between the current camera position and the goal position.
 // See the documentation on Vector3.Lerp () for more information.
 transform.position = Vector3.Lerp (transform.position, goalPosition, Time.deltaTime * springiness);
 transform.LookAt(target.position);//摄像机注视着玩家
}

function GetGoalPosition () {

 if  (!target)//如果没有目标就返回摄像机的位置
  return transform.position;
  
 var heightOffset = 6.0;//摄像机偏离目标的高度
 var distanceModifier = 1.0;//摄像机与目标的水平便宜量
 
 // 默认情况下,我们不会考虑任何目标速度的计算;
 var velocityLookAhead = 0.0;
 var maxLookAhead = Vector2 (0.0, 0.0);
 
 // 获取目标的额外属性组件,这里指的是-----脚本
 // 根据相对高度和距离粗略计算摄像机位置, 不考虑目标的速度。这个vector的x为0是 因为摄像机时正对着目标的所以x为0 摄像机是在目标的侧面而不是目标的背面
 var goalPosition = target.position + Vector3 (0, heightOffset, -distance * distanceModifier);
 
 //下面开始将目标的速度考虑在内
 var targetVelocity = Vector3.zero;//初始化无速度
 
 var targetRigidbody = target.GetComponent (Rigidbody);
 if (targetRigidbody)//获取目标的速度
  targetVelocity = targetRigidbody.velocity;
  
 // If we find a PlatformerController on the target, we can access a velocity from that!
 targetPlatformerController = target.GetComponent (MyPlatformerController);
 if (targetPlatformerController)
  targetVelocity = targetPlatformerController.GetVelocity ();//从该脚本中获取目标的速度
  
 var lookAhead = targetVelocity * velocityLookAhead;
 
 //限制lookAhead。x的值在-maxLookAhead.x和maxLookAhead.x之间
 //限制value的值在min和max之间, 如果value小于min,返回min。 如果value大于max,返回max,否则返回value
 
 lookAhead.x = Mathf.Clamp (lookAhead.x, -maxLookAhead.x, maxLookAhead.x);
 lookAhead.y = Mathf.Clamp (lookAhead.y, -maxLookAhead.y, maxLookAhead.y);
 
 // We never want to take z velocity into account as this is 2D.  Just make sure it's zero.
 lookAhead.z = 0.0;
 
 goalPosition += lookAhead;
 
 var clampOffset = Vector3.zero;
 
 var cameraPositionSave = transform.position;//摄像机的旧的位置
 transform.position = goalPosition;//重新设置摄像机的位置
 
 //一下四行计算的是摄像机有没有超过整个大场景边框
 /*var targetViewportPosition = camera.WorldToViewportPoint (target.position);//目标在窗口(记住是窗口)中的位置
 var upperRightCameraInWorld = camera.ViewportToWorldPoint (Vector3 (1.0, 1.0, targetViewportPosition.z));
 // Find out how far outside the world the camera is right now.
 clampOffset.x = Mathf.Min (levelBounds.xMax - upperRightCameraInWorld.x, 0.0);
 clampOffset.y = Mathf.Min ((levelBounds.yMax - upperRightCameraInWorld.y), 0.0);*/
 
 return goalPosition;
}
function Start () {

}

function Update () {

}

 

//-------------------------------------------------MyCameraForcus.js

private var cameraScrolling : MyCameraScrolling;

// Who is the player controlling
private var selected = 0;

// List of objects to control
public var targets : Transform;

function Awake () {

 // Get the reference to our CameraScrolling script attached to this camera;
 cameraScrolling = GetComponent(MyCameraScrolling);
 
 // Set the scrolling camera's target to be our character at the start.
 cameraScrolling.SetTarget (targets, true);
 
}

 

//-------------------------------------------------------------MyPlatformerController.js


//是否需要对输入做出反应
//sendmessage第二个参数的用法请看下面
//SendMessageOptions.RequireReceiver //如果没有找到相应函数,会报错(默认是这个状态)
//SendMessageOptions.DontRequireReceiver //即使没有找到相应函数,也不会报错,自动忽略
var canControl = true;

var spawnPoint : Transform;//玩家重生点

class MyPlatformerControllerMovement {
 // The speed when walking
 var walkSpeed = 3.0;
 // when pressing "Fire1" button (control) we start running
 var runSpeed = 10.0;

 var inAirControlAcceleration = 1.0;

 // The gravity for the character
 var gravity = 60.0;
 var maxFallSpeed = 20.0;

 // How fast does the character change speeds?  Higher is faster.
 var speedSmoothing = 5.0;

 // This controls how fast the graphics of the character "turn around" when the player turns around using the controls.
 var rotationSmoothing = 10.0;

 // The current move direction in x-y.  This will always been (1,0,0) or (-1,0,0)
 // The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view.  Very handy for organization!
 @System.NonSerialized
 var direction = Vector3.zero;

 // The current vertical speed
 @System.NonSerialized
 var verticalSpeed = 0.0;

 // The current movement speed.  This gets smoothed by speedSmoothing.
 @System.NonSerialized
 var speed = 0.0;

 // Is the user pressing the left or right movement keys?
 @System.NonSerialized
 var isMoving = false;

 // The last collision flags returned from controller.Move
 @System.NonSerialized
 var collisionFlags : CollisionFlags; //这是unity3d的碰撞信息,具体可以参考http://game.ceeger.com/Script/Enumerations/CollisionFlags/CollisionFlags.None.html

 // We will keep track of an approximation of the character's current velocity, so that we return it from GetVelocity () for our camera to use for prediction.
 @System.NonSerialized
 var velocity : Vector3;
 
 // This keeps track of our current velocity while we're not grounded?
 @System.NonSerialized
 var inAirVelocity = Vector3.zero;//在空中的时候的速度

 // This will keep track of how long we have we been in the air (not grounded)
 @System.NonSerialized
 var hangTime = 0.0;//在空中停留的时间
}

var movement : MyPlatformerControllerMovement;

// We will contain all the jumping related variables in one helper class for clarity.
class MyPlatformerControllerJumping {
 // Can the character jump?
 var enabled = true;

 // How high do we jump when pressing jump and letting go immediately
 var height = 1.0;
 // We add extraHeight units (meters) on top when holding the button down longer while jumping
 var extraHeight = 4.1;
 
 // This prevents inordinarily too quick jumping
 // The next line, @System.NonSerialized , tells Unity to not serialize the variable or show it in the inspector view.  Very handy for organization!
 @System.NonSerialized
 var repeatTime = 0.05;

 @System.NonSerialized
 var timeout = 0.15;

 // Are we jumping? (Initiated with jump button and not grounded yet)
 @System.NonSerialized
 var jumping = false;
 
 @System.NonSerialized
 var reachedApex = false;// 达到最高点?
 
 // Last time the jump button was clicked down
 @System.NonSerialized
 var lastButtonTime = -10.0;
 
 // Last time we performed a jump
 @System.NonSerialized
 var lastTime = -1.0;

 // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
 @System.NonSerialized
 var lastStartHeight = 0.0;
}

var jump : MyPlatformerControllerJumping;

private var controller : CharacterController;

// Moving platform support.
private var activePlatform : Transform;
private var activeLocalPlatformPoint : Vector3;
private var activeGlobalPlatformPoint : Vector3;
private var lastPlatformVelocity : Vector3;

private var areEmittersOn = false;//粒子是否开启 可能是跑步的时候的粒子效果

function Awake () {
 movement.direction = transform.TransformDirection (Vector3.forward);
 controller = GetComponent (CharacterController);
 Spawn ();
}

function Spawn () {
 // reset the character's speed
 movement.verticalSpeed = 0.0;
 movement.speed = 0.0;
 
 // reset the character's position to the spawnPoint
 transform.position = spawnPoint.position;//玩家位置被送到重生点
}

function OnDeath () {
 Spawn ();
}


function UpdateSmoothedMovementDirection () {

 //通过坐标轴名称返回一个不使用平滑滤波器的虚拟值。往左为-1往右边卫+1没有输入的时候为0
 var h = Input.GetAxisRaw ("Horizontal");
 Debug.Log(h);
 if (!canControl)
  h = 0.0;
 
 movement.isMoving = Mathf.Abs (h) > 0.1;
  
 if (movement.isMoving)
  movement.direction = Vector3 (h, 0, 0);
 
 // Grounded controls
 if (controller.isGrounded) {//判断玩家是否在地面上
  // Smooth the speed based on the current target direction
  var curSmooth = movement.speedSmoothing * Time.deltaTime;//玩家的加速度
  
  // Choose target speed
  var targetSpeed = Mathf.Min (Mathf.Abs(h), 1.0);
 
  // Pick speed modifier
  if (Input.GetButton ("Fire2") && canControl)
   targetSpeed *= movement.runSpeed;
  else
   targetSpeed *= movement.walkSpeed;
  
  movement.speed = Mathf.Lerp (movement.speed, targetSpeed, curSmooth);
  
  movement.hangTime = 0.0;//一旦落到地上空中滞留时间就设置为0;
 }
 else {
  // In air controls
  movement.hangTime += Time.deltaTime;
  if (movement.isMoving)
   movement.inAirVelocity += Vector3 (Mathf.Sign(h), 0, 0) * Time.deltaTime * movement.inAirControlAcceleration;//空中移动速度
 }
}

function FixedUpdate () {
 // Make sure we are absolutely always in the 2D plane.
 transform.position.z = 0;//时刻保持z不变

}


function ApplyJumping () {
 // Prevent jumping too fast after each other
 if (jump.lastTime + jump.repeatTime > Time.time)
  return;

 if (controller.isGrounded) {
  // Jump
  // - Only when pressing the button down
  // - With a timeout so you can press the button slightly before landing  
  if (jump.enabled && Time.time < jump.lastButtonTime + jump.timeout) {
   movement.verticalSpeed = CalculateJumpVerticalSpeed (jump.height);
   movement.inAirVelocity = lastPlatformVelocity;
   

   SendMessage ("DidJump", SendMessageOptions.DontRequireReceiver);
  }
 }
}

function ApplyGravity () {
 // Apply gravity
 var jumpButton = Input.GetButton ("Jump");
 
 if (!canControl)
  jumpButton = false;
 
 // When we reach the apex of the jump we send out a message
 if (jump.jumping && !jump.reachedApex && movement.verticalSpeed <= 0.0) {//达到最高点
  jump.reachedApex = true;
  SendMessage ("DidJumpReachApex", SendMessageOptions.DontRequireReceiver);//不接受输入
 }
 
 // * When jumping up we don't apply gravity for some time when the user is holding the jump button
 //   This gives more control over jump height by pressing the button longer
 var extraPowerJump =  jump.jumping && movement.verticalSpeed > 0.0 && jumpButton && transform.position.y < jump.lastStartHeight + jump.extraHeight && !IsTouchingCeiling ();
 
 if (extraPowerJump == true)//额外的跳跃不需要重力,因为不符可重力学
 
  return;
 else if (controller.isGrounded)
  movement.verticalSpeed = -movement.gravity * Time.deltaTime;//当在地面的时候才垂直速度固定
 else
  movement.verticalSpeed -= movement.gravity * Time.deltaTime;//在空中的时候根据重力加速度 进行速度递减
  
 // Make sure we don't fall any faster than maxFallSpeed.  This gives our character a terminal velocity.
 //玩家往上的时候速度为正故  movement.verticalSpeed肯定大于-movement.maxFallSpeed,当玩家掉下的时候速度为负数,故可以和-movement.maxFallSpeed比较大小
 movement.verticalSpeed = Mathf.Max (movement.verticalSpeed, -movement.maxFallSpeed);
}


function CalculateJumpVerticalSpeed (targetJumpHeight : float) {//根据v = sqrt(2Gh)来计算出速度
 // From the jump height and gravity we deduce the upwards speed
 // for the character to reach at the apex.
 return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity);
}

function DidJump () {
 jump.jumping = true;
 jump.reachedApex = false;
 jump.lastTime = Time.time;
 jump.lastStartHeight = transform.position.y;
 jump.lastButtonTime = -10;
}


function UpdateEffects () {
 wereEmittersOn = areEmittersOn;
 areEmittersOn = jump.jumping && movement.verticalSpeed > 0.0;
 
 // By comparing the previous value of areEmittersOn to the new one, we will only update the particle emitters when needed
 if (wereEmittersOn != areEmittersOn)
 {
  for (var emitter in GetComponentsInChildren (ParticleEmitter)) {
   emitter.emit = areEmittersOn;
  }
 }
}

function Update () {
 if (Input.GetButtonDown ("Jump") && canControl) {//按下跳跃键并且可以控制
   jump.lastButtonTime = Time.time;//记录当前按键的时间
 }
 
 UpdateSmoothedMovementDirection();
 ApplyGravity ();

 ApplyJumping ();
 
 if (activePlatform != null) {
  var newGlobalPlatformPoint = activePlatform.TransformPoint(activeLocalPlatformPoint);//自身坐标转化为世界坐标
  var moveDistance = (newGlobalPlatformPoint - activeGlobalPlatformPoint);
  transform.position = transform.position + moveDistance;
  lastPlatformVelocity = (newGlobalPlatformPoint - activeGlobalPlatformPoint) / Time.deltaTime;
 } else {
  lastPlatformVelocity = Vector3.zero; 
 }
 
 activePlatform = null;
 
 // Save lastPosition for velocity calculation.
 lastPosition = transform.position;
 
 var currentMovementOffset = movement.direction * movement.speed + Vector3 (0, movement.verticalSpeed, 0) + movement.inAirVelocity;
 
 // We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.
 currentMovementOffset *= Time.deltaTime;
 
    // Move our character!
 movement.collisionFlags = controller.Move (currentMovementOffset);
 
 // Calculate the velocity based on the current and previous position. 
 // This means our velocity will only be the amount the character actually moved as a result of collisions.
 movement.velocity = (transform.position - lastPosition) / Time.deltaTime;
 
 if (activePlatform != null) {
  activeGlobalPlatformPoint = transform.position;
  activeLocalPlatformPoint = activePlatform.InverseTransformPoint (transform.position);
 }
 
 // Set rotation to the move direction 
 if (movement.direction.sqrMagnitude > 0.01)
  transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation (movement.direction), Time.deltaTime * movement.rotationSmoothing);
 
 // We are in jump mode but just became grounded
 if (controller.isGrounded) {
  movement.inAirVelocity = Vector3.zero;
  if (jump.jumping) {
   jump.jumping = false;
   SendMessage ("DidLand", SendMessageOptions.DontRequireReceiver);

   var jumpMoveDirection = movement.direction * movement.speed + movement.inAirVelocity;
   if (jumpMoveDirection.sqrMagnitude > 0.01)
    movement.direction = jumpMoveDirection.normalized;
  }
 } 

 // Update special effects like rocket pack particle effects
 UpdateEffects ();
}


function GetSpeed () {
 return movement.speed;
}

function GetVelocity () {
 return movement.velocity;
}


function IsMoving () {
 return movement.isMoving;
}

function IsJumping () {
 return jump.jumping;
}

function IsTouchingCeiling () {//头碰到了顶部
 return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
}

function GetDirection () {
 return movement.direction;
}

function GetHangTime() {
 return movement.hangTime;
}

function Reset () {
 gameObject.tag = "Player";
}

function SetControllable (controllable : boolean) {
 canControl = controllable;
}

// Require a character controller to be attached to the same game object
@script RequireComponent (CharacterController)
//AddComponentMenu属性允许你在"Component"菜单中放置一个无论在哪的脚本,而不是仅仅在"Component->Scripts"菜单中。
//@script AddComponentMenu ("2D Platformer/Platformer Controller")

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值