噩梦射手5 移动 转向 这个没有加速的过程 不适合rpg人物 把移动检测去掉

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    using UnityEngine;
using UnitySampleAssets.CrossPlatformInput;


namespace CompleteProject
{
    public class PlayerMovement : MonoBehaviour
    {
        public float speed = 6f;            // The speed that the player will move at.




        Vector3 movement;                   // The vector to store the direction of the player's movement.
        Animator anim;                      // Reference to the animator component.
        Rigidbody playerRigidbody;          // Reference to the player's rigidbody.
#if !MOBILE_INPUT
        int floorMask;                      // A layer mask so that a ray can be cast just at gameobjects on the floor layer.
        float camRayLength = 100f;          // The length of the ray from the camera into the scene.
#endif


        void Awake ()
        {
#if !MOBILE_INPUT
            // Create a layer mask for the floor layer.
            floorMask = LayerMask.GetMask ("Floor");
#endif


            // Set up references.
            anim = GetComponent <Animator> ();
            playerRigidbody = GetComponent <Rigidbody> ();
        }




        void FixedUpdate ()
        {
            // Store the input axes.
            float h = CrossPlatformInputManager.GetAxisRaw("Horizontal");
            float v = CrossPlatformInputManager.GetAxisRaw("Vertical");


            // Move the player around the scene.
            Move (h, v);


            // Turn the player to face the mouse cursor.
            Turning ();


            // Animate the player.
            Animating (h, v);
        }




        void Move (float h, float v)
        {
            // Set the movement vector based on the axis input.
            movement.Set (h, 0f, v);
            
            // Normalise the movement vector and make it proportional to the speed per second.
            movement = movement.normalized * speed * Time.deltaTime;


            // Move the player to it's current position plus the movement.
            playerRigidbody.MovePosition (transform.position + movement);
        }




        void Turning ()
        {
#if !MOBILE_INPUT
            // Create a ray from the mouse cursor on screen in the direction of the camera.
            Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);


            // Create a RaycastHit variable to store information about what was hit by the ray.
            RaycastHit floorHit;


            // Perform the raycast and if it hits something on the floor layer...
            if(Physics.Raycast (camRay, out floorHit, camRayLength, floorMask))
            {
                // Create a vector from the player to the point on the floor the raycast from the mouse hit.
                Vector3 playerToMouse = floorHit.point - transform.position;


                // Ensure the vector is entirely along the floor plane.
                playerToMouse.y = 0f;


                // Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
                Quaternion newRotatation = Quaternion.LookRotation (playerToMouse);


                // Set the player's rotation to this new rotation.
                playerRigidbody.MoveRotation (newRotatation);
            }
#else


            Vector3 turnDir = new Vector3(CrossPlatformInputManager.GetAxisRaw("Mouse X") , 0f , CrossPlatformInputManager.GetAxisRaw("Mouse Y"));


            if (turnDir != Vector3.zero)
            {
                // Create a vector from the player to the point on the floor the raycast from the mouse hit.
                Vector3 playerToMouse = (transform.position + turnDir) - transform.position;


                // Ensure the vector is entirely along the floor plane.
                playerToMouse.y = 0f;


                // Create a quaternion (rotation) based on looking down the vector from the player to the mouse.
                Quaternion newRotatation = Quaternion.LookRotation(playerToMouse);


                // Set the player's rotation to this new rotation.
                playerRigidbody.MoveRotation(newRotatation);
            }
#endif
        }




        void Animating (float h, float v)
        {
            // Create a boolean that is true if either of the input axes is non-zero.
            bool walking = h != 0f || v != 0f;


            // Tell the animator whether or not the player is walking.
            anim.SetBool ("IsWalking", walking);
        }
    }
}
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