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);
}
}
}
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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