Unity3D 第一人称控制器 C#脚本

欢迎来到unity学习unity培训unity企业培训教育专区,这里有很多U3D资源U3D培训视频U3D教程U3D常见问题U3D项目源码,【狗刨学习网】unity极致学院,致力于打造业内unity3d培训、学习第一品牌。

<P> using UnityEngine;

using System.Collections;   </P>

<P>/**

*  @Author : <A href="http://www.xuanyusong.com">www.xuanyusong.com</A>

*/</P>

<P>[RequireComponent(typeof(CharacterController))]

[AddComponentMenu("Character/Character Motor")]   </P>

<P>public class CharacterMotor : MonoBehaviour {

// Does this script currently respond to input?

public bool canControl  = true;

public bool useFixedUpdate = true;

// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.

// Very handy for organization!

// The current global direction we want the character to move in.

[System.NonSerialized]

public Vector3 inputMoveDirection = Vector3.zero;

// Is the jump button held down? We use this interface instead of checking

// for the jump button directly so this script can also be used by AIs.

[System.NonSerialized]

public bool inputJump  = false;

[System.Serializable]

public class CharacterMotorMovement

{

// The maximum horizontal speed when moving

public float maxForwardSpeed = 10.0f;

public float maxSidewaysSpeed = 10.0f;

public float maxBackwardsSpeed = 10.0f;

// Curve for multiplying speed based on slope (negative = downwards)

public AnimationCurve slopeSpeedMultiplier = new AnimationCurve(new Keyframe(-90, 1), new Keyframe(0, 1), new Keyframe(90, 0));

// How fast does the character change speeds?  Higher is faster.

public float maxGroundAcceleration = 30.0f;

public float maxAirAcceleration = 20.0f;

// The gravity for the character

public float gravity = 10.0f;

public float maxFallSpeed = 20.0f;

// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.

// Very handy for organization!

// The last collision flags returned from controller.Move

[System.NonSerialized]

public CollisionFlags collisionFlags;

// We will keep track of the character‘s current velocity,

[System.NonSerialized]

public Vector3 velocity;

// This keeps track of our current velocity while we‘re not grounded

[System.NonSerialized]

public Vector3 frameVelocity = Vector3.zero;

[System.NonSerialized]

public Vector3 hitPoint = Vector3.zero;

[System.NonSerialized]

public Vector3 lastHitPoint = new Vector3(Mathf.Infinity, 0, 0);

}

public CharacterMotorMovement movement = new CharacterMotorMovement();

public enum MovementTransferOnJump {

None, // The jump is not affected by velocity of floor at all.

InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop.

PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing.

PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor.

}

// We will contain all the jumping related variables in one helper class for clarity.

[System.Serializable]

public class CharacterMotorJumping {

// Can the character jump?

public bool enabled = true;

// How high do we jump when pressing jump and letting go immediately

public float baseHeight = 1.0f;

// We add extraHeight units (meters) on top when holding the button down longer while jumping

public float extraHeight = 4.1f;

// How much does the character jump out perpendicular to the surface on walkable surfaces?

// 0 means a fully vertical jump and 1 means fully perpendicular.

public float perpAmount  = 0.0f;

// How much does the character jump out perpendicular to the surface on too steep surfaces?

// 0 means a fully vertical jump and 1 means fully perpendicular.

public float steepPerpAmount = 0.5f;

// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.

// Very handy for organization!

// Are we jumping? (Initiated with jump button and not grounded yet)

// To see if we are just in the air (initiated by jumping OR falling) see the grounded variable.

[System.NonSerialized]

public bool jumping = false;

[System.NonSerialized]

public bool holdingJumpButton = false;

// the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)

[System.NonSerialized]

public float lastStartTime = 0.0f;

[System.NonSerialized]

public float lastButtonDownTime = -100f;

[System.NonSerialized]

public Vector3 jumpDir = Vector3.up;

}

public CharacterMotorJumping  jumping = new CharacterMotorJumping();

[System.Serializable]

public class CharacterMotorMovingPlatform {

public bool enabled = true;

public MovementTransferOnJump movementTransfer = MovementTransferOnJump.PermaTransfer;

[System.NonSerialized]

public Transform hitPlatform;

[System.NonSerialized]

public Transform activePlatform;

[System.NonSerialized]

public Vector3 activeLocalPoint;

[System.NonSerialized]

public Vector3 activeGlobalPoint;

[System.NonSerialized]

public Quaternion activeLocalRotation;

[System.NonSerialized]

public Quaternion activeGlobalRotation;

[System.NonSerialized]

public Matrix4x4 lastMatrix;

[System.NonSerialized]

public Vector3 platformVelocity;

[System.NonSerialized]

public bool newPlatform;

}

public CharacterMotorMovingPlatform movingPlatform  = new CharacterMotorMovingPlatform();

[System.Serializable]

public class CharacterMotorSliding {

// Does the character slide on too steep surfaces?

public bool enabled = true;

// How fast does the character slide on steep surfaces?

public float slidingSpeed  = 15f;

// How much can the player control the sliding direction?

// If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed.

public float sidewaysControl = 1.0f;

// How much can the player influence the sliding speed?

// If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%.

public float speedControl  = 0.4f;

}

public CharacterMotorSliding sliding  = new CharacterMotorSliding();

[System.NonSerialized]

public bool grounded = true;

[System.NonSerialized]

public Vector3 groundNormal = Vector3.zero;

private Vector3  lastGroundNormal = Vector3.zero;

private Transform tr;

private CharacterController  controller ;

void Awake () {

controller = GetComponent <CharacterController>();

tr = transform;

}

private void UpdateFunction () {

// We copy the actual velocity into a temporary variable that we can manipulate.

Vector3 velocity  = movement.velocity;

// Update velocity based on input

velocity = ApplyInputVelocityChange(velocity);

// Apply gravity and jumping force

velocity = ApplyGravityAndJumping (velocity);

// Moving platform support

Vector3 moveDistance  = Vector3.zero;

if (MoveWithPlatform()) {

Vector3 newGlobalPoint  = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);

moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);

if (moveDistance != Vector3.zero)

controller.Move(moveDistance);

// Support moving platform rotation as well:

Quaternion newGlobalRotation  = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;

Quaternion rotationDiff  = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);

var yRotation = rotationDiff.eulerAngles.y;

if (yRotation != 0) {

// Prevent rotation of the local up vector

tr.Rotate(0, yRotation, 0);

}

}

// Save lastPosition for velocity calculation.

Vector3 lastPosition  = tr.position;

// We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.

Vector3 currentMovementOffset = velocity * Time.deltaTime;

// Find out how much we need to push towards the ground to avoid loosing grouning

// when walking down a step or over a sharp change in slope.

float pushDownOffset  = Mathf.Max(controller.stepOffset, new Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude);

if (grounded)

currentMovementOffset -= pushDownOffset * Vector3.up;

// Reset variables that will be set by collision function

movingPlatform.hitPlatform = null;

groundNormal = Vector3.zero;

// Move our character!

movement.collisionFlags = controller.Move (currentMovementOffset);

movement.lastHitPoint = movement.hitPoint;

lastGroundNormal = groundNormal;

if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) {

if (movingPlatform.hitPlatform != null) {

movingPlatform.activePlatform = movingPlatform.hitPlatform;

movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;

movingPlatform.newPlatform = true;

}

}

// Calculate the velocity based on the current and previous position.

// This means our velocity will only be the amount the character actually moved as a result of collisions.

Vector3 oldHVelocity  = new Vector3(velocity.x, 0, velocity.z);

movement.velocity = (tr.position - lastPosition) / Time.deltaTime;

Vector3 newHVelocity  = new Vector3(movement.velocity.x, 0, movement.velocity.z);

// The CharacterController can be moved in unwanted directions when colliding with things.

// We want to prevent this from influencing the recorded velocity.

if (oldHVelocity == Vector3.zero) {

movement.velocity = new Vector3(0, movement.velocity.y, 0);

}

else {

float projectedNewVelocity  = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude;

movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up;

}

if (movement.velocity.y < velocity.y - 0.001) {

if (movement.velocity.y < 0) {

// Something is forcing the CharacterController down faster than it should.

// Ignore this

movement.velocity.y = velocity.y;

}

else {

// The upwards movement of the CharacterController has been blocked.

// This is treated like a ceiling collision - stop further jumping here.

jumping.holdingJumpButton = false;

}

}

// We were grounded but just loosed grounding

if (grounded && !IsGroundedTest()) {

grounded = false;

// Apply inertia from platform

if (movingPlatform.enabled &&

(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||

movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)

) {

movement.frameVelocity = movingPlatform.platformVelocity;

movement.velocity += movingPlatform.platformVelocity;

}

SendMessage("OnFall", SendMessageOptions.DontRequireReceiver);

// We pushed the character down to ensure it would stay on the ground if there was any.

// But there wasn‘t so now we cancel the downwards offset to make the fall smoother.

tr.position += pushDownOffset * Vector3.up;

}

// We were not grounded but just landed on something

else if (!grounded && IsGroundedTest()) {

grounded = true;

jumping.jumping = false;

SubtractNewPlatformVelocity();

SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);

}

// Moving platforms support

if (MoveWithPlatform()) {

// Use the center of the lower half sphere of the capsule as reference point.

// This works best when the character is standing on moving tilting platforms.

movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5f + controller.radius);

movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);

// Support moving platform rotation as well:

movingPlatform.activeGlobalRotation = tr.rotation;

movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation;

}

}

void FixedUpdate () {

if (movingPlatform.enabled) {

if (movingPlatform.activePlatform != null) {

if (!movingPlatform.newPlatform) {

Vector3 lastVelocity  = movingPlatform.platformVelocity;

movingPlatform.platformVelocity = (

movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)

- movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)

) / Time.deltaTime;

}

movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;

movingPlatform.newPlatform = false;

}

else {

movingPlatform.platformVelocity = Vector3.zero;

}

}

if (useFixedUpdate)

UpdateFunction();

}

void Update () {

if (!useFixedUpdate)

UpdateFunction();

}

private Vector3 ApplyInputVelocityChange (Vector3 velocity) {

if (!canControl)

inputMoveDirection = Vector3.zero;

// Find desired velocity

Vector3 desiredVelocity;

if (grounded && TooSteep()) {

// The direction we‘re sliding in

desiredVelocity = new Vector3(groundNormal.x, 0, groundNormal.z).normalized;

// Find the input movement direction projected onto the sliding direction

var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity);

// Add the sliding direction, the spped control, and the sideways control vectors

desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl;

// Multiply with the sliding speed

desiredVelocity *= sliding.slidingSpeed;

}

else

desiredVelocity = GetDesiredHorizontalVelocity();

if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {

desiredVelocity += movement.frameVelocity;

desiredVelocity.y = 0;

}

if (grounded)

desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);

else

velocity.y = 0;

// Enforce max velocity change

float maxVelocityChange  = GetMaxAcceleration(grounded) * Time.deltaTime;

Vector3 velocityChangeVector  = (desiredVelocity - velocity);

if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) {

velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange;

}

// If we‘re in the air and don‘t have control, don‘t apply any velocity change at all.

// If we‘re on the ground and don‘t have control we do apply it - it will correspond to friction.

if (grounded || canControl)

velocity += velocityChangeVector;

if (grounded) {

// When going uphill, the CharacterController will automatically move up by the needed amount.

// Not moving it upwards manually prevent risk of lifting off from the ground.

// When going downhill, DO move down manually, as gravity is not enough on steep hills.

velocity.y = Mathf.Min(velocity.y, 0);

}

return velocity;

}

private Vector3 ApplyGravityAndJumping (Vector3 velocity) {

if (!inputJump || !canControl) {

jumping.holdingJumpButton = false;

jumping.lastButtonDownTime = -100;

}

if (inputJump && jumping.lastButtonDownTime < 0 && canControl)

jumping.lastButtonDownTime = Time.time;

if (grounded)

velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;

else {

velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;

// When jumping up we don‘t apply gravity for some time when the user is holding the jump button.

// This gives more control over jump height by pressing the button longer.

if (jumping.jumping && jumping.holdingJumpButton) {

// Calculate the duration that the extra jump force should have effect.

// If we‘re still less than that duration after the jumping time, apply the force.

if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) {

// Negate the gravity we just applied, except we push in jumpDir rather than jump upwards.

velocity += jumping.jumpDir * movement.gravity * Time.deltaTime;

}

}

// Make sure we don‘t fall any faster than maxFallSpeed. This gives our character a terminal velocity.

velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed);

}

if (grounded) {

// Jump only if the jump button was pressed down in the last 0.2 seconds.

// We use this check instead of checking if it‘s pressed down right now

// because players will often try to jump in the exact moment when hitting the ground after a jump

// and if they hit the button a fraction of a second too soon and no new jump happens as a consequence,

// it‘s confusing and it feels like the game is buggy.

if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) {

grounded = false;

jumping.jumping = true;

jumping.lastStartTime = Time.time;

jumping.lastButtonDownTime = -100;

jumping.holdingJumpButton = true;

// Calculate the jumping direction

if (TooSteep())

jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount);

else

jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);

// Apply the jumping force to the velocity. Cancel any vertical velocity first.

velocity.y = 0;

velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);

// Apply inertia from platform

if (movingPlatform.enabled &&

(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||

movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)

) {

movement.frameVelocity = movingPlatform.platformVelocity;

velocity += movingPlatform.platformVelocity;

}

SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);

}

else {

jumping.holdingJumpButton = false;

}

}

return velocity;

}

void OnControllerColliderHit (ControllerColliderHit hit) {

if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) {

if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)

groundNormal = hit.normal;

else

groundNormal = lastGroundNormal;

movingPlatform.hitPlatform = hit.collider.transform;

movement.hitPoint = hit.point;

movement.frameVelocity = Vector3.zero;

}

}

private IEnumerator SubtractNewPlatformVelocity () {

// When landing, subtract the velocity of the new ground from the character‘s velocity

// since movement in ground is relative to the movement of the ground.

if (movingPlatform.enabled &&

(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||

movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)

) {

// If we landed on a new platform, we have to wait for two FixedUpdates

// before we know the velocity of the platform under the character

if (movingPlatform.newPlatform) {

Transform platform  = movingPlatform.activePlatform;

yield return new WaitForFixedUpdate();

yield return new WaitForFixedUpdate();

if (grounded && platform == movingPlatform.activePlatform)

yield return 1;

}

movement.velocity -= movingPlatform.platformVelocity;

}

}

private bool MoveWithPlatform () {

return (

movingPlatform.enabled

&& (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)

&& movingPlatform.activePlatform != null

);

}

private Vector3 GetDesiredHorizontalVelocity () {

// Find desired velocity

Vector3 desiredLocalDirection  = tr.InverseTransformDirection(inputMoveDirection);

float maxSpeed  = MaxSpeedInDirection(desiredLocalDirection);

if (grounded) {

// Modify max speed on slopes based on slope speed multiplier curve

var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y)  * Mathf.Rad2Deg;

maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);

}

return tr.TransformDirection(desiredLocalDirection * maxSpeed);

}

private Vector3 AdjustGroundVelocityToNormal (Vector3 hVelocity, Vector3 groundNormal) {

Vector3 sideways  = Vector3.Cross(Vector3.up, hVelocity);

return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;

}

private bool IsGroundedTest () {

return (groundNormal.y > 0.01);

}

float GetMaxAcceleration (bool grounded) {

// Maximum acceleration on ground and in air

if (grounded)

return movement.maxGroundAcceleration;

else

return movement.maxAirAcceleration;

}

float CalculateJumpVerticalSpeed (float targetJumpHeight) {

// From the jump height and gravity we deduce the upwards speed

// for the character to reach at the apex.

return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity);

}

bool IsJumping () {

return jumping.jumping;

}

bool IsSliding () {

return (grounded && sliding.enabled && TooSteep());

}

bool IsTouchingCeiling () {

return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;

}

bool IsGrounded () {

return grounded;

}

bool TooSteep () {

return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));

}

Vector3 GetDirection () {

return inputMoveDirection;

}

void  SetControllable (bool controllable) {

canControl = controllable;

}

// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed.

// The function returns the length of the resulting vector.

float MaxSpeedInDirection (Vector3 desiredMovementDirection) {

if (desiredMovementDirection == Vector3.zero)

return 0;

else {

float zAxisEllipseMultiplier = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;

Vector3 temp = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;

float length = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;

return length;

}

}

void SetVelocity (Vector3 velocity) {

grounded = false;

movement.velocity = velocity;

movement.frameVelocity = Vector3.zero;

SendMessage("OnExternalVelocity");

}

// Require a character controller to be attached to the same game object

<A>//@script</A> RequireComponent (CharacterController)

<A>//@script</A> AddComponentMenu ("Character/Character Motor")

}</P>

更多内容,请访问【狗刨学习网】unity极致学院
http://edu.gopedu.com

声明:此篇文档时来自于【狗刨学习网】社区-unity极致学院,是网友自行发布的Unity3D学习文章,如果有什么内容侵犯了你的相关权益,请与官方沟通,我们会即时处理。

时间: 2024-10-29 17:12:50

Unity3D 第一人称控制器 C#脚本的相关文章

改造u3d第一人称控制器,使之适合Cardboard+蓝牙手柄控制

一.在u3d编辑器中删除FPSController游戏对像中自带的Camera: 二.在u3d编辑器中将CardBoardMain游戏对像添加到FPSController的子物体: 三.修改脚本: 1.删除FirstPersonController脚本中的RotateView方法调用: 2.在CardboardHead中的UpdateHead中,修改FPSController对像的transform的Y轴上的转向: 以上,即可以完成使用cardboard追踪到的头部转向数据来控制第一人称游戏对像

unity3d游戏开发之第一人称射击游戏

简介 这个教程中,我们详细了解下如何制作一个简单的第一人称射击游戏(FPS).其中将介绍一些基本的3D游戏编程的概念和一些关于怎样如游戏程序员般思考的技巧. 前提 这个教程假定你已经熟悉软件Unity基本操作,掌握了基本的脚本概念. 创建新工程 下载FPS_Tutorial.zip压缩文件,解压,在Unity中打开工程文件. 从Unity安装目录导入Standard Assets资源包. 导入工程后,你会在Unity工程面板中的"Standard Assets"文件夹下看见这些资源内容

u3d5第一人称射击游戏(C#脚本)完整版并在iOS9.3系统上真机运行

参考资料:<Unity3D\2D手机游戏开发>(第二版) +   百度 涉及U3D的功能有:摄像机控制.物理.动画.智能寻路等. 开发工具:Unity3D5.3.4,VS2015,VMplayer12+MacOSX10.11+XCode7.3(我是Windos笔记本用的是苹果虚拟机,MAC真机不需要虚拟机,直接在appstore下载XCode最新版本就可以了,MAC最新版+Xcode最新版本可以直接真机调试运行)+OS9.3系统iphone 说一下U3D,想要在ios上调试的话就要在下载的时候

Unity3D发布到虚拟机(WindowsXp虚拟机),使用第一人称鼠标失灵的解决方法

昨晚,将自己做的第一个完全不成形的Demo发布了,在安装的VMWare里运行,VMWare中安装的是纯净版的XP(Sp3),Demo的场景中使用了第一人称(First Person Controller),并修改了其中的MouseLook.cs 文件,在其代码中加入了一条语句,使得在行走时,只有按住右键(具体的是“Fire2”)才可以晃动视角,这样就实现了在场景中左键可以去点击一些物体而产生相应的功能事件.代码如下: public class MouseLook : MonoBehaviour

Unity3D 学习教程 11 c#脚本控制摄像头

首先新建一个脚本 点击创建一个文件夹起名C# 点击文件夹 创建一个C#脚本 建好文件后 双击文件 启动脚本编辑器 void Start () 是场景运行时加载程序 void Update ()  是每调用一针执行一次  可以认为是试试执行的程序 下面编写第一个脚本 控制摄像机移动 using UnityEngine; using System.Collections; public class acc : MonoBehaviour { int speed=50; void Start () {

Unity3D第三人称摄像机控制脚本

好久没有敲Blog该.感谢您的留言.注意.私人信件和其他支持,但我似乎没有办法继续自己曾经写了一篇博客系列,因为我在网上找到有关unity3D太少的内容,U3D相关的文章!.. 第三人称视角 第三人称视角是什么?非常easy,CS就是一种第一人称视角游戏,玩家没有办法看到自己的角色形象,仅仅能观察除开自己之外的游戏内容.第三人称视角那么就明显是可以看到玩家所控制的角色的一种视角. 并且大部分游戏的镜头不能固定不动,肯定是要尾随猪脚.能看到猪脚,可是保持一定的高度和距离,这种视角才是最好的. U3

第一人称射击游戏总结概览

这个游戏小项目为第一人称射击游戏 大概分为几个步骤: 一:主角的制作 1.控制主角移动的实现 要点: character Controller组件的理解 rigidbody组件的理解 colider与rigidbody的理解 用代码控制主角的移动——键盘交互的实现 //操作主角移动 //定义3个值控制移动 float xm = 0, ym = 0, zm = 0; //上下左右运动 if (Input.GetKey(KeyCode.W)) { zm += m_movSpeed * Time.de

关于Unity中FPS第一人称射击类游戏制作(专题十)

当前Unity最新版本5.6.3f1,我使用的是5.5.1f1 FPS第一人称射击类游戏实例 场景搭建 1.创建Unity项目工程和文件目录,保存场景 2.导入人物模型和子弹碎片的资源包charactor.unitypackage(第74) 3.创建一个平面plane,X和Z拉长10倍,把主角模型Assets\Prefabs\person拉近Hierarchy视图中 4.把走路的声音Step.mp3,射击的声音Shot.mp3,平面贴图Ground.jpg,瞄准的准心贴图Crosshairs.p

[原]Unity3D深入浅出 - 角色控制器(Character Controller)

角色控制器主要用于第一人称和第三人称主角的控制,并不使用刚体物理效果. 添加角色控制器的方法:依次打开菜单栏中的Component - Physiscs - Character Controller Slope Limit:坡度限制,角色只能爬上小宇或等于该参数值的斜坡. Step Offset:台阶高度,可以买上最高台阶的高度. Skin Width:皮肤厚度,可与其他碰撞体相互渗入的深度,参数值较大会产生抖动的现象:参数值较小会导致控制的对象被卡住.较为合理的设定就是:该参数值是Radius