CSmove及跳跃

勾选刚体组件的重力选项
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CSmove : MonoBehaviour
{

    public Rigidbody rigidbody;
    public Transform cameraTF;
    public float speed = 5f;
    public float rotateSpeed = 5f;
    public float maxRotate, minRotate;//限制角度
    public float rotateHead;//相机方向
    public float headSpeed;//相机移动速度

    //重力/Jump
    private float gravity = -9.8f;
    public float jumpAddSpeed = 15f;
    private float upSpeed;//竖直方向的速度
    private bool jumping = false;
    // Use this for initialization

    void _jump()
    {
        upSpeed = jumpAddSpeed;
        jumping = true;
    }

    void Start()
    {
        rigidbody = GetComponent<Rigidbody>();
    }

    // Update is called once per frame
    void Update()
    {
        if (jumping == false)
        {
            if (Input.GetKeyDown("space"))
            {
                _jump();
            }
        }
        else
        {
            upSpeed += gravity * Time.deltaTime;
            if (upSpeed <= 0.5f)
            {
                upSpeed = 0;
                jumping = false;
            }
        }


        float hor = Input.GetAxisRaw("Horizontal");
        float ver = Input.GetAxisRaw("Vertical");
        Vector3 morDir = hor * transform.right + ver * transform.forward;
        Vector3 norHor_Ver = morDir.normalized;//斜向移动速度等于正向移动速度
        Vector3 Up = upSpeed * transform.up;//跳跃方向即大小
        rigidbody.MovePosition(norHor_Ver * speed * Time.deltaTime+Up*Time.deltaTime + transform.position);
       // rigidbody.transform.position = (Up * Time.deltaTime + transform.position);//y轴方向移动
        //视角移动
        float mouseX = Input.GetAxisRaw("Mouse X");
        float mouseY = Input.GetAxisRaw("Mouse Y");

        rigidbody.MoveRotation(transform.rotation * Quaternion.Euler(new Vector3(0, mouseX * rotateSpeed, 0) * Time.deltaTime));

        rotateHead += mouseY * headSpeed * Time.deltaTime;
        if (rotateHead > maxRotate) rotateHead = maxRotate;
        if (rotateHead < minRotate) rotateHead = minRotate;
        cameraTF.localEulerAngles = new Vector3(-rotateHead, 0, 0);

    }
}

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