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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

2015-07-25 15:44 441 查看
    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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