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    Unity实现人物旋转和移动效果

    栏目:代码类 时间:2020-01-20 18:08

    本文实例为大家分享了Unity实现人物旋转和移动的具体代码,供大家参考,具体内容如下

    旋转

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
     
    public class MouseLook : MonoBehaviour {
     public enum RotationAxes
     {
     MouseXandY = 0,
     MouseX = 1,
     MouseY = 2
     }
     
     public RotationAxes axes = RotationAxes.MouseXandY;
     
     public float sensitivityHor = 9.0f;
     public float sensitivityVert = 9.0f;
     
     public float minVert = -45.0f;
     public float maxVert = 45.0f;
     
     private float _rotationX = 0;
     
     // Use this for initialization
     void Start () {
     Rigidbody body = GetComponent<Rigidbody> ();
     if (body != null) {
      body.freezeRotation = true;
     }
     }
     
     // Update is called once per frame
     void Update () {
     //水平旋转就是以Y轴作为旋转轴旋转,鼠标移动量为偏移量
     if (axes == RotationAxes.MouseX) {
      transform.Rotate (0, Input.GetAxis("Mouse X") * sensitivityHor, 0);//通过“增加”旋转角度进行旋转(X,Y,Z为对应方向的增加量),一般用于无限制旋转
     } else if (axes == RotationAxes.MouseY) {
      _rotationX -= Input.GetAxis ("Mouse Y") * sensitivityVert;
      _rotationX = Mathf.Clamp (_rotationX, minVert, maxVert);//限制_rotationX的值在minVert与minVert之间
      float rotationY = transform.localEulerAngles.y;
      //Debug.Log ("rotationX:"+_rotationX+","+Input.GetAxis ("Mouse Y") * sensitivityVert);
      transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);//直接“设置”旋转角度进行旋转,一般用于有限制旋转
     } else {
      _rotationX -= Input.GetAxis ("Mouse Y") * sensitivityVert;
      _rotationX = Mathf.Clamp (_rotationX, minVert, maxVert);
      float delta = Input.GetAxis ("Mouse X") * sensitivityHor;
      float rotationY = transform.localEulerAngles.y + delta;
      transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);
     }
     }
    }

    移动

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
     
    [RequireComponent(typeof(CharacterController))]//如果对象没有该组件,则创建一个
    [AddComponentMenu("Control Script/FPS Input")]//可以在Add Component查到
     
    public class FPSInput : MonoBehaviour {
     
     private CharacterController _characterController;
     public float speed = 10.0f;
     public float gravity = -9.8f;
     // Use this for initialization
     void Start () {
     _characterController = GetComponent<CharacterController>();//获取对象里的某一组件
     }
     
     // Update is called once per frame
     void Update () {
     float deltaX = Input.GetAxis ("Horizontal") * speed;
     float deltaZ = Input.GetAxis ("Vertical") * speed;
     Vector3 movement = new Vector3 (deltaX, 0, deltaZ);
     movement = Vector3.ClampMagnitude (movement, speed);//保持各方向的速度相同
     movement.y = gravity;
     movement = movement * Time.deltaTime;//向量可以直接乘以一个数,Time.deltaTime确保在每台计算机上的速度相同
     movement = transform.TransformDirection (movement);//将本地坐标转换为世界坐标
     _characterController.Move(movement);//通过CharacterController进行移动而不是transform.Translate
     }
    }

    问题

    人物移动到父容器的边缘时,人物的移动会产生偏移(甚至飞起来)。将父容器扩大,使人物无法接近边缘则不会有异常。