public float speed = 6.0F; public float jumpSpeed = 8.0F; public float gravity = 20.0F; private Vector3 moveDirection = Vector3.zero;
void Update() { CharacterController controller = GetComponent<CharacterController>(); if (controller.isGrounded) { moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed; if (Input.GetButton("Jump")) moveDirection.y = jumpSpeed; } moveDirection.y -= gravity * Time.deltaTime; controller.Move(moveDirection * Time.deltaTime); }
上面是官方给出的例子,由于检测移动是只能在地面上才能用,所以要将检测移动的代码移出至判定外。 但是将判定位移移出后Y轴将会一直为0,所以需要定义一个变量用来计算当前Y轴方向速度。
修改后代码:
public float speed = 6.0F; public float jumpSpeed = 8.0F; public float gravity = 20.0F; public float verVel = 0; //vertical velocity private Vector3 moveDirection = Vector3.zero;
void Update() { CharacterController controller = GetComponent<CharacterController>(); moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed; if (controller.isGrounded) { if (Input.GetButton("Jump")) moveDirection.y = jumpSpeed; } verVel = -= gravity * Time.deltaTime; moveDirection.y = verVel; controller.Move(moveDirection * Time.deltaTime); }
原创:http://www.cnblogs.com/m-f-s/
时间: 2024-11-18 23:46:51