Unity实现人物旋转和移动效果

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。

父容器比较大

父容器比较小,人物到达边缘

以上是 Unity实现人物旋转和移动效果 的全部内容, 来源链接: utcz.com/z/312180.html

回到顶部