Unity角色控制器修改(鼠标右键按住旋转视角)
发表于2018-06-27
角色控制器允许你在受制于碰撞的情况下很容易的进行运动,而不用处理刚体。Unity提供了一些游戏中控制角色的移动组件,可以帮助我们去协助做一些角色控制方面的修改工作,下面就和大家介绍如何实现鼠标右键按住旋转视角。
代码如下:
using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; using UnityStandardAssets.Utility; using Random = UnityEngine.Random; namespace UnityStandardAssets.Characters.FirstPerson { [RequireComponent(typeof (CharacterController))] [RequireComponent(typeof (AudioSource))] public class FirstPersonController : MonoBehaviour { [SerializeField] private bool m_IsWalking; public float m_WalkSpeed; [SerializeField] private float m_RunSpeed; [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten; [SerializeField] private float m_JumpSpeed; [SerializeField] private float m_StickToGroundForce; [SerializeField] private float m_GravityMultiplier; [SerializeField] private MouseLook m_MouseLook; [SerializeField] private bool m_UseFovKick; [SerializeField] private FOVKick m_FovKick = new FOVKick(); [SerializeField] private bool m_UseHeadBob; [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob(); [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob(); [SerializeField] private float m_StepInterval; [SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from. [SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground. [SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground. private Camera m_Camera; private bool m_Jump; private float m_YRotation; private Vector2 m_Input; private Vector3 m_MoveDir = Vector3.zero; private CharacterController m_CharacterController; private CollisionFlags m_CollisionFlags; private bool m_PreviouslyGrounded; //private Vector3 m_OriginalCameraPosition; private float m_StepCycle; private float m_NextStep; private bool m_Jumping; private AudioSource m_AudioSource; // Use this for initialization private void Start() { m_CharacterController = GetComponent<CharacterController>(); m_Camera = Camera.main; //m_OriginalCameraPosition = m_Camera.transform.localPosition; m_FovKick.Setup(m_Camera); m_HeadBob.Setup(m_Camera, m_StepInterval); m_StepCycle = 0f; m_NextStep = m_StepCycle / 2f; m_Jumping = false; m_AudioSource = GetComponent<AudioSource>(); m_MouseLook.Init(transform, m_Camera.transform); } // Update is called once per frame private void Update() { RotateView(); // the jump state needs to read here to make sure it is not missed if (!m_Jump) { m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); } if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) { StartCoroutine(m_JumpBob.DoBobCycle()); PlayLandingSound(); m_MoveDir.y = 0f; m_Jumping = false; } if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) { m_MoveDir.y = 0f; } m_PreviouslyGrounded = m_CharacterController.isGrounded; } private void PlayLandingSound() { m_AudioSource.clip = m_LandSound; m_AudioSource.Play(); m_NextStep = m_StepCycle + .5f; } private void LateUpdate() { float speed; GetInput(out speed); if (m_Input.x != 0 || m_Input.y != 0) { transform.GetChild(0).localPosition = new Vector3(0, 0.8f, 0); } // always move along the camera forward as it is the direction that it being aimed at Vector3 desiredMove = transform.forward * m_Input.y + transform.right * m_Input.x; // get a normal for the surface that is being touched to move along it RaycastHit hitInfo; Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo, m_CharacterController.height / 2f, ~0, QueryTriggerInteraction.Ignore); desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized; m_MoveDir.x = desiredMove.x * speed; m_MoveDir.z = desiredMove.z * speed; if (m_CharacterController.isGrounded) { m_MoveDir.y = -m_StickToGroundForce; if (m_Jump) { m_MoveDir.y = m_JumpSpeed; PlayJumpSound(); m_Jump = false; m_Jumping = true; } } else { m_MoveDir += Physics.gravity * m_GravityMultiplier * Time.fixedDeltaTime; } m_CollisionFlags = m_CharacterController.Move(m_MoveDir * Time.fixedDeltaTime); ProgressStepCycle(speed); UpdateCameraPosition(speed); } private void PlayJumpSound() { m_AudioSource.clip = m_JumpSound; m_AudioSource.Play(); } private void ProgressStepCycle(float speed) { if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0)) { m_StepCycle += (m_CharacterController.velocity.magnitude + (speed * (m_IsWalking ? 1f : m_RunstepLenghten))) * Time.fixedDeltaTime; } if (!(m_StepCycle > m_NextStep)) { return; } m_NextStep = m_StepCycle + m_StepInterval; PlayFootStepAudio(); } private void PlayFootStepAudio() { if (!m_CharacterController.isGrounded) { return; } // pick & play a random footstep sound from the array, // excluding sound at index 0 int n = Random.Range(1, m_FootstepSounds.Length); m_AudioSource.clip = m_FootstepSounds[n]; m_AudioSource.PlayOneShot(m_AudioSource.clip); // move picked sound to index 0 so it's not picked next time m_FootstepSounds[n] = m_FootstepSounds[0]; m_FootstepSounds[0] = m_AudioSource.clip; } private void UpdateCameraPosition(float speed) { //Vector3 newCameraPosition; //if (!m_UseHeadBob) //{ // return; //} //if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded) //{ // m_Camera.transform.localPosition = // m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude + // (speed*(m_IsWalking ? 1f : m_RunstepLenghten))); // newCameraPosition = m_Camera.transform.localPosition; // newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset(); //} //else //{ // newCameraPosition = m_Camera.transform.localPosition; // newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset(); //} //m_Camera.transform.localPosition = newCameraPosition; } private void GetInput(out float speed) { // Read input float horizontal = CrossPlatformInputManager.GetAxis("Horizontal"); float vertical = CrossPlatformInputManager.GetAxis("Vertical"); bool waswalking = m_IsWalking; #if !MOBILE_INPUT // On standalone builds, walk/run speed is modified by a key press. // keep track of whether or not the character is walking or running m_IsWalking = !Input.GetKey(KeyCode.LeftShift); #endif // set the desired speed to be walking or running speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed; m_Input = new Vector2(horizontal, vertical); // normalize input if it exceeds 1 in combined length: if (m_Input.sqrMagnitude > 1) { m_Input.Normalize(); } // handle speed change to give an fov kick // only if the player is going to a run, is running and the fovkick is to be used if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0) { StopAllCoroutines(); StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown()); } } private void RotateView() { m_MouseLook.LookRotation(transform, m_Camera.transform); } private void OnControllerColliderHit(ControllerColliderHit hit) { Rigidbody body = hit.collider.attachedRigidbody; //dont move the rigidbody if the character is on top of it if (m_CollisionFlags == CollisionFlags.Below) { return; } if (body == null || body.isKinematic) { return; } body.AddForceAtPosition(m_CharacterController.velocity * 0.1f, hit.point, ForceMode.Impulse); } } }
using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; namespace UnityStandardAssets.Characters.FirstPerson { [Serializable] public class MouseLook { public float XSensitivity = 2f; public float YSensitivity = 2f; public bool clampVerticalRotation = true; public float MinimumX = -90F; public float MaximumX = 90F; public bool smooth; public float smoothTime = 5f; //private Quaternion m_CharacterTargetRot; //private Quaternion m_CameraTargetRot; public void Init(Transform character, Transform camera) { //m_CharacterTargetRot = character.localRotation; //m_CameraTargetRot = camera.localRotation; } public void LookRotation(Transform character, Transform camera) { if (!Input.GetMouseButton(1)) return; //float yRot = CrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity; //float xRot = CrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity; //m_CharacterTargetRot *= Quaternion.Euler(0f, yRot, 0f); //m_CameraTargetRot *= Quaternion.Euler(-xRot, 0f, 0f); //if (clampVerticalRotation) // m_CameraTargetRot = ClampRotationAroundXAxis(m_CameraTargetRot); //if (smooth) //{ // character.localRotation = Quaternion.Slerp(character.localRotation, m_CharacterTargetRot, smoothTime * Time.deltaTime); // camera.localRotation = Quaternion.Slerp(camera.localRotation, m_CameraTargetRot, smoothTime * Time.deltaTime); // Debug.Log("跳转旋转----------》》》》 X"); //} //else //{ // character.localRotation = m_CharacterTargetRot; // camera.localRotation = m_CameraTargetRot; // Debug.Log("---------- ++++ Y"); //} float yRot = Input.GetAxis("Mouse X") * XSensitivity; float xRot = Input.GetAxis("Mouse Y") * YSensitivity; Vector3 yEuler = character.localEulerAngles + new Vector3(0, yRot, 0); Vector3 xEuler = camera.localEulerAngles - new Vector3(xRot, 0, 0); xEuler = ClampRotate(xEuler); character.localEulerAngles = yEuler; camera.localEulerAngles = xEuler; } Vector3 ClampRotate(Vector3 rotate) { if (rotate.x < 180) { rotate.x = Mathf.Clamp(rotate.x, -45, 45); } else { rotate.x = Mathf.Clamp(rotate.x, 315, 360); } return rotate; } Quaternion ClampRotationAroundXAxis(Quaternion q) { q.x /= q.w; q.y /= q.w; q.z /= q.w; q.w = 1.0f; float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan(q.x); angleX = Mathf.Clamp(angleX, MinimumX, MaximumX); q.x = Mathf.Tan(0.5f * Mathf.Deg2Rad * angleX); return q; } } }