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player movement
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
-
- public class playermovement : MonoBehaviour
- {
- private CharacterController characterController;
- public float walkspeed = 10f;
- public float runSpeed = 15f;
- public float speed;
- public Vector3 movedirction;
- public KeyCode runinputname;
- public float jumpforce = 3f;
- public Vector3 velocity;
- public string jumpinputname = "Jump";
- public bool isrun;
-
- public float gravity = -20f;
-
-
- public bool isrun1;
- public bool isjump;
- public bool isground;
-
- // Start is called before the first frame update
- private void Start()
- {
- characterController = GetComponent<CharacterController>();
- runinputname = KeyCode.LeftShift;
-
-
-
- }
-
- // Update is called once per frame
- private void Update()
- {
-
- Move();
-
-
-
- }
- public void Move()
- {
- float h = Input.GetAxis("Horizontal");
- float v = Input.GetAxis("Vertical");
- movedirction = (transform.right * h + transform.forward * v);
- isrun = Input.GetKey(runinputname);
- isrun1 = Input.GetButton("LB");
- if (isrun || isrun1) { speed = runSpeed; }
- else { speed = walkspeed; };
- characterController.Move(movedirction * speed * Time.deltaTime);
-
-
- characterController.Move(velocity * Time.deltaTime);
-
-
-
- velocity.y += gravity * Time.deltaTime;//不在地面上(空中,累加重力值);
-
-
- characterController.Move(velocity * Time.deltaTime); //施加重力;
- Jump();
- }
- public void Jump()
- {
- isjump = Input.GetButtonDown(jumpinputname);
- if (isjump) { velocity.y = Mathf.Sqrt(jumpforce * -2f * gravity); };
- }
-
- }
camera move
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
-
- public class Cameramove : MonoBehaviour
- {
- public float mouseSensitiviy = 100f;
- public Transform playerboby;
-
-
- public float yRotation = 0f;
- // Start is called before the first frame update
- void Start()
- {
- transform.localRotation = Quaternion.Euler(0f, 0f, 0f);
- }
-
- // Update is called once per frame
- void Update()
- {
-
- float x = Input.GetAxis("Mouse X")*mouseSensitiviy *Time.deltaTime;
- float y = Input.GetAxis("Mouse Y") *mouseSensitiviy *Time.deltaTime ;
- float y1 = Input.GetAxis("Mouse Y") ;
- float x1 = Input.GetAxis("Mouse X");
- yRotation -= y;
-
-
-
- if ((Mathf.Abs(y1) > 0.1)&&(yRotation< 70) && (yRotation > -100))
- {
-
- transform.localRotation = Quaternion.Euler(yRotation, 0f, 0f);
-
- }
- else
- { }
- if (Mathf.Abs(x1) > 0.1)
- { playerboby.Rotate(Vector3.up * x); }
- else
- { }
-
-
-
-
-
- //transform.localRotation = Quaternion.AngleAxis(yRotation, Vector3.right);
- //playerboby.Rotate(Vector3.up * x);
-
- }
- }
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