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Unity第一人称控制脚本解析

Unity第一人称控制脚本解析

作者: 日常P | 来源:发表于2017-11-01 20:30 被阅读0次

    转自http://blog.csdn.net/yupu56/article/details/52740994

    using UnityEngine;
    using System.Collections;
    
    //第一人称控制需要刚体和碰撞器
    [RequireComponent(typeof(Rigidbody))]
    [RequireComponent(typeof(CapsuleCollider))]
    public class PlayerController : MonoBehaviour {
    
        //把运动相关的参数,独立出来
        [System.Serializable]
        public class MoveSetting
        {
            public float ForwarSpeed = 5f;
            public float BackSpeed = 3f;
            public float HorizonSpeed = 4f;
    
            public float RunValue = 2f;
            public float JumpForce = 50f;
        }
        //把视角相关的独立出来
        [System.Serializable]
        public class MouseLook
        {
            public float XSensitive = 2f;
            public float YSensitive = 2f;
        }
        
        public MoveSetting moveSet;
        public MouseLook CameraSet;
    
        //当前速度
        private float currentSpeed;
        //一段跳
        private bool m_jump;
        //二段跳
        private bool m_jump2;
    
        //第一人称,胶囊碰撞
        private CapsuleCollider m_capsule;
        //第一人称,刚体
        private Rigidbody m_rigidbody;
    
        private Camera m_camera;
        //相机的Transform(减少Update中transform的调用)
        private Transform m_camTrans;
        //主角的Transform
        private Transform m_chaTrans;
    
        ////摄像机欧拉角
        //private Vector3 m_camRotate;
        ////主角的欧拉角
        //private Vector3 m_chaRotate;
    
        //摄像机旋转四元数
        private Quaternion m_camQutation;
        //主角的旋转四元数
        private Quaternion m_chaQutation;
    
        //爬坡的速度曲线
        public AnimationCurve SlopCurve;
    
        //是否在地面上
        private bool m_isOnGround;
        //地面法线向量
        private Vector3 curGroundNormal;
    
        // Use this for initialization
        void Start () {
            m_capsule = GetComponent<CapsuleCollider>();
            m_rigidbody = GetComponent<Rigidbody>();
            
            m_camera = Camera.main;
            m_camTrans = m_camera.transform;
            m_chaTrans = transform;
    
            //初始化参数
            m_camQutation = m_camTrans.rotation;
            m_chaQutation = m_chaTrans.rotation;
        }
        
        // Update is called once per frame
        void Update () {
            //视角转动
            RotateView();
    
            if (Input.GetKeyDown(KeyCode.Space))
            {
                m_jump = true;
            }
        }
    
        //物理的运动,需要放到FixedUpdate中,固定帧率0.02秒,可在Edit.time中修改
        void FixedUpdate()
        {
            DoMove();
        }
    
        //视图的旋转
        void RotateView()
        {
            float xRot = Input.GetAxis("Mouse Y") * CameraSet.YSensitive;
            float yRot = Input.GetAxis("Mouse X") * CameraSet.XSensitive;
    
            //欧拉角使用
            //{
            //    m_camRotate += new Vector3(-xRot, 0f, 0f);
            //需要LocalEulerAnglers,否则摄像机和胶囊体会同时对相机旋转起作用
            //    m_camTrans.localEulerAngles = m_camRotate;
            //    m_camRotate += new Vector3(0f, yRot, 0f);
            //    m_chaTrans.localEulerAngles = m_chaRotate;
            //}
    
            //四元数使用
            {
                m_camQutation *= Quaternion.Euler(-xRot, 0f, 0f);
                //限制旋转角度在【-90,90】内
                m_camQutation = ClampRotation(m_camQutation);
                m_camTrans.localRotation = m_camQutation;
    
                m_chaQutation *= Quaternion.Euler(0f, yRot, 0f);
                m_chaTrans.localRotation = m_chaQutation;
            }
        }
    
        void DoMove()
        {
            //检测地面
            CheckGround();
            //检测前后左右输入
            Vector2 input = GetInput();
            //更新当前速度,根据移动方向
            CaculateSpeed(input);
    
            //判断是否有移动的速度,没有就不给刚体施加力
            if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && m_isOnGround)
            {
                //计算方向力
                Vector3 desireMove = m_camTrans.forward * input.y + m_camTrans.right * input.x;
                //力在地面投影的向量的(单位向量)
                desireMove = Vector3.ProjectOnPlane(desireMove, curGroundNormal).normalized;
                desireMove.x = desireMove.x * currentSpeed;
                desireMove.y = 0;
                desireMove.z = desireMove.z * currentSpeed;
    
                //当前速度不能大于规定速度(Magnitude方法,需要开平方根,使用sqr节省运算)
                if (m_rigidbody.velocity.sqrMagnitude < currentSpeed * currentSpeed)
                {
                    //给刚体施加(坡度计算后)的力
                    m_rigidbody.AddForce(desireMove * SlopeValue(), ForceMode.Impulse);
                }
            }
    
            
            if(m_isOnGround)
            {
                m_rigidbody.drag = 5f;
                jumpTime = 0;
                //一段跳
                if (m_jump)
                {
                    JumpUp();
                }
            }
            else
            {
                if(m_jump)
                {
                    jumpTime++;
                    //二段跳
                    if (jumpTime < 2)
                    {
                        JumpUp();
                    }
                }
            }
    
            m_jump = false;
        }
        int jumpTime = 0;
    
        //跳跃方法
        void JumpUp()
        {
            m_rigidbody.drag = 0f;
            //把刚体的上下方向的速度先归零
            m_rigidbody.velocity = new Vector3(m_rigidbody.velocity.x, 0f, m_rigidbody.velocity.z);
            m_rigidbody.AddForce(new Vector3(0, moveSet.JumpForce, 0), ForceMode.Impulse);
        }
    
        //检测方向键输入
        Vector2 GetInput()
        {
            Vector2 input = new Vector2
                (
                Input.GetAxis("Horizontal"),
                Input.GetAxis("Vertical")
                );
            //float horValue = Input.GetAxis("Horizontal");
            //float verValue = Input.GetAxis("Vertical");
    
            return input;
        }
        
        //计算 速度
        void CaculateSpeed(Vector2 _input)
        {
            currentSpeed = moveSet.ForwarSpeed;
    
            //横向移动
            if(Mathf.Abs(_input.x)>float.Epsilon)
            {
                currentSpeed = moveSet.HorizonSpeed;
            }
            //前进后退
            else if (_input.y < 0)
            {
                currentSpeed = moveSet.BackSpeed;
            }
            //Shift跑加速
            if (Input.GetKey(KeyCode.LeftShift))
            {
                currentSpeed *= moveSet.RunValue;
            }
            //Ctrl下蹲减速
        }
    
        //爬坡参数
        float SlopeValue()
        {
            float angle = Vector3.Angle(curGroundNormal,Vector3.up);
    
            float value = SlopCurve.Evaluate(angle);
            return value;
        }
    
        //检测地面
        void CheckGround()
        {
            RaycastHit hit;
    
            //球形碰撞检测(第9个方法)
            if (Physics.SphereCast(m_capsule.transform.position,m_capsule.radius,Vector3.down,out hit,((m_capsule.height / 2 - m_capsule.radius)+0.01f)))
            {
                //获取碰撞位置的发现向量
                curGroundNormal = hit.normal;
                m_isOnGround = true;
            }
            else
            {
                curGroundNormal = Vector3.up;
                m_isOnGround = false;
            }
        }
    
        void CheckBuffer()
        {
            RaycastHit hit;
            float speed = m_rigidbody.velocity.y;
            if (speed < 0)
            {
                if (Physics.SphereCast(m_capsule.transform.position, m_capsule.radius, Vector3.down, out hit, ((m_capsule.height / 2 - m_capsule.radius) + 1f)))
                {
                    speed *= 0.5f;
                    m_rigidbody.velocity = new Vector3(m_rigidbody.velocity.x, speed, m_rigidbody.velocity.z);
                }
            }
        }
    
        //四元数俯角,仰角限制
        Quaternion ClampRotation(Quaternion q)
        {
            //四元数的xyzw,分别除以同一个数,只改变模,不改变旋转
            q.x /= q.w;
            q.y /= q.w;
            q.z /= q.w;
            q.w = 1;
    
            /*给定一个欧拉旋转(X, Y, Z)(即分别绕x轴、y轴和z轴旋转X、Y、Z度),则对应的四元数为
    x = sin(Y/2)sin(Z/2)cos(X/2)+cos(Y/2)cos(Z/2)sin(X/2)
    y = sin(Y/2)cos(Z/2)cos(X/2)+cos(Y/2)sin(Z/2)sin(X/2)
    z = cos(Y/2)sin(Z/2)cos(X/2)-sin(Y/2)cos(Z/2)sin(X/2)
    w = cos(Y/2)cos(Z/2)cos(X/2)-sin(Y/2)sin(Z/2)sin(X/2)
             */
             
            //得到推导公式[欧拉角x=2*Aan(q.x)]
            float angle = 2 * Mathf.Rad2Deg * Mathf.Atan(q.x);
            //限制速度
            angle = Mathf.Clamp(angle,-90f,90f);
            //反推出q的新x的值
            q.x = Mathf.Tan(Mathf.Deg2Rad * (angle / 2));
    
            return q;
        }
    }
    

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