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UNITY自带 First Person Controller

UNITY自带 First Person Controller

作者: LunarShade | 来源:发表于2017-09-27 21:02 被阅读0次

    using System;using UnityEngine;using UnityStandardAssets.CrossPlatformInput;using UnityStandardAssets.Utility;using Random = UnityEngine.Random;namespace UnityStandardAssets.Characters.FirstPerson{    [RequireComponent(typeof (CharacterController))]    [RequireComponent(typeof (AudioSource))]    public class FirstPersonController : MonoBehaviour    {        [SerializeField] private bool m_IsWalking;        [SerializeField] private float m_WalkSpeed;        [SerializeField] private float m_RunSpeed;        [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;        [SerializeField] private float m_JumpSpeed;        [SerializeField] private float m_StickToGroundForce;        [SerializeField] private float m_GravityMultiplier;        [SerializeField] private MouseLook m_MouseLook;        [SerializeField] private bool m_UseFovKick;        [SerializeField] private FOVKick m_FovKick = new FOVKick();        [SerializeField] private bool m_UseHeadBob;        [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob();        [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();        [SerializeField] private float m_StepInterval;        [SerializeField] private AudioClip[] m_FootstepSounds;    // an array of footstep sounds that will be randomly selected from.        [SerializeField] private AudioClip m_JumpSound;          // the sound played when character leaves the ground.        [SerializeField] private AudioClip m_LandSound;          // the sound played when character touches back on ground.        private Camera m_Camera;        private bool m_Jump;        private float m_YRotation;        private Vector2 m_Input;        private Vector3 m_MoveDir = Vector3.zero;        private CharacterController m_CharacterController;        private CollisionFlags m_CollisionFlags;        private bool m_PreviouslyGrounded;        private Vector3 m_OriginalCameraPosition;        private float m_StepCycle;        private float m_NextStep;        private bool m_Jumping;        private AudioSource m_AudioSource;        // Use this for initialization        private void Start()        {            m_CharacterController = GetComponent();            m_Camera = Camera.main;            m_OriginalCameraPosition = m_Camera.transform.localPosition;            m_FovKick.Setup(m_Camera);            m_HeadBob.Setup(m_Camera, m_StepInterval);            m_StepCycle = 0f;            m_NextStep = m_StepCycle/2f;            m_Jumping = false;            m_AudioSource = GetComponent();

    m_MouseLook.Init(transform , m_Camera.transform);

    }

    // Update is called once per frame

    private void Update()

    {

    RotateView();

    // the jump state needs to read here to make sure it is not missed

    if (!m_Jump)

    {

    m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");

    }

    if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)

    {

    StartCoroutine(m_JumpBob.DoBobCycle());

    PlayLandingSound();

    m_MoveDir.y = 0f;

    m_Jumping = false;

    }

    if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)

    {

    m_MoveDir.y = 0f;

    }

    m_PreviouslyGrounded = m_CharacterController.isGrounded;

    }

    private void PlayLandingSound()

    {

    m_AudioSource.clip = m_LandSound;

    m_AudioSource.Play();

    m_NextStep = m_StepCycle + .5f;

    }

    private void FixedUpdate()

    {

    float speed;

    GetInput(out speed);

    // always move along the camera forward as it is the direction that it being aimed at

    Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;

    // get a normal for the surface that is being touched to move along it

    RaycastHit hitInfo;

    Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,

    m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore);

    desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;

    m_MoveDir.x = desiredMove.x*speed;

    m_MoveDir.z = desiredMove.z*speed;

    if (m_CharacterController.isGrounded)

    {

    m_MoveDir.y = -m_StickToGroundForce;

    if (m_Jump)

    {

    m_MoveDir.y = m_JumpSpeed;

    PlayJumpSound();

    m_Jump = false;

    m_Jumping = true;

    }

    }

    else

    {

    m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;

    }

    m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);

    ProgressStepCycle(speed);

    UpdateCameraPosition(speed);

    m_MouseLook.UpdateCursorLock();

    }

    private void PlayJumpSound()

    {

    m_AudioSource.clip = m_JumpSound;

    m_AudioSource.Play();

    }

    private void ProgressStepCycle(float speed)

    {

    if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))

    {

    m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*

    Time.fixedDeltaTime;

    }

    if (!(m_StepCycle > m_NextStep))

    {

    return;

    }

    m_NextStep = m_StepCycle + m_StepInterval;

    PlayFootStepAudio();

    }

    private void PlayFootStepAudio()

    {

    if (!m_CharacterController.isGrounded)

    {

    return;

    }

    // pick & play a random footstep sound from the array,

    // excluding sound at index 0

    int n = Random.Range(1, m_FootstepSounds.Length);

    m_AudioSource.clip = m_FootstepSounds[n];

    m_AudioSource.PlayOneShot(m_AudioSource.clip);

    // move picked sound to index 0 so it's not picked next time

    m_FootstepSounds[n] = m_FootstepSounds[0];

    m_FootstepSounds[0] = m_AudioSource.clip;

    }

    private void UpdateCameraPosition(float speed)

    {

    Vector3 newCameraPosition;

    if (!m_UseHeadBob)

    {

    return;

    }

    if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)

    {

    m_Camera.transform.localPosition =

    m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +

    (speed*(m_IsWalking ? 1f : m_RunstepLenghten)));

    newCameraPosition = m_Camera.transform.localPosition;

    newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();

    }

    else

    {

    newCameraPosition = m_Camera.transform.localPosition;

    newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();

    }

    m_Camera.transform.localPosition = newCameraPosition;

    }

    private void GetInput(out float speed)

    {

    // Read input

    float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");

    float vertical = CrossPlatformInputManager.GetAxis("Vertical");

    bool waswalking = m_IsWalking;

    #if !MOBILE_INPUT

    // On standalone builds, walk/run speed is modified by a key press.

    // keep track of whether or not the character is walking or running

    m_IsWalking = !Input.GetKey(KeyCode.LeftShift);

    #endif

    // set the desired speed to be walking or running

    speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;

    m_Input = new Vector2(horizontal, vertical);

    // normalize input if it exceeds 1 in combined length:

    if (m_Input.sqrMagnitude > 1)

    {

    m_Input.Normalize();

    }

    // handle speed change to give an fov kick

    // only if the player is going to a run, is running and the fovkick is to be used

    if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)

    {

    StopAllCoroutines();

    StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());

    }

    }

    private void RotateView()

    {

    m_MouseLook.LookRotation (transform, m_Camera.transform);

    }

    private void OnControllerColliderHit(ControllerColliderHit hit)

    {

    Rigidbody body = hit.collider.attachedRigidbody;

    //dont move the rigidbody if the character is on top of it

    if (m_CollisionFlags == CollisionFlags.Below)

    {

    return;

    }

    if (body == null || body.isKinematic)

    {

    return;

    }

    body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);

    }

    }

    }

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