《Unity5实战-使用C#和Unity开发多平台游戏》第二章-构建一个让你置身3D空间的演示
鼠标观察/键盘控制移动飞行/行走/碰撞检测
Unity版本:2019.4.23f1c1
- 注意脚本名称和组件添加,不在文章中一一强调
- 场景模型都是在资源商店选择的免费下载(选择Sort by Price(Low to High)排序)搜索参考关键字:airplane、sky
- 整篇的实例代码是修改累加的,为了防止混乱我就全部贴上,不强调新增或删减部分
搭建:一架飞机模型(脚本挂载物体),天空盒(照明设置),摄像机Camera
原始画面:
跟随鼠标观察周围脚本
运行效果:
如果改为鼠标X则只能水平旋转(我这里是摄像机角度有些倾斜,不是飞机
using UnityEngine;
using System.Collections;public class MouseLook : MonoBehaviour
{//观察周围public enum RotationAxes{MouseXAndY=0,MouseX=1,MouseY=2}public RotationAxes axes = RotationAxes.MouseXAndY;public float sensitivityHor = 9.0f;//旋转速度public float sensitivityVert = 9.0f;public float miniumVert = -45.0f;public float maximumVert = 45.0f;private float _rotationX = 0;void Start(){Rigidbody body = GetComponent<Rigidbody>();if (body != null)body.freezeRotation = true;}// Update is called once per framevoid Update(){if (axes == RotationAxes.MouseX)//水平旋转{transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityHor, 0);//GetAxis()获取鼠标的输入}else if (axes == RotationAxes.MouseY)//垂直旋转{_rotationX -= Input.GetAxis("Mouse Y") * sensitivityVert;//基于鼠标增加垂直角度_rotationX = Mathf.Clamp(_rotationX, miniumVert, maximumVert);//将垂直角度限制在最小值和最大值之间float rotationY = transform.localEulerAngles.y;//保持Y的角度一样(也就是水平没有旋转)transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);//使用存储旋转值创建新的Vector}else//水平且垂直旋转{_rotationX -= Input.GetAxis("Mouse Y") * sensitivityVert;_rotationX = Mathf.Clamp(_rotationX, miniumVert, maximumVert);float delta = Input.GetAxis("Mouse X") * sensitivityHor;//旋转变化量float rotationY = transform.localEulerAngles.y + delta;//使用delta增加旋转角度transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);}}
}
第一人称控件
运行效果:键盘WSAD或上下左右,鼠标移动水平高度
//using System.Collections.Generic;
using UnityEngine;
using System.Collections;public class FPS : MonoBehaviour
{public float speed = 3.0f;//观察周围public enum RotationAxes{MouseXAndY = 0,MouseX = 1,MouseY = 2}public RotationAxes axes = RotationAxes.MouseXAndY;public float sensitivityHor = 9.0f;//旋转速度public float sensitivityVert = 9.0f;public float miniumVert = -45.0f;public float maximumVert = 45.0f;private float _rotationX = 0;void Start(){Rigidbody body = GetComponent<Rigidbody>();if (body != null)body.freezeRotation = true;}// Update is called once per framevoid Update(){if (axes == RotationAxes.MouseX)//水平旋转{transform.Translate(0, Input.GetAxis("Mouse X") * sensitivityHor, 0);//GetAxis()获取鼠标的输入}else if (axes == RotationAxes.MouseY)//垂直旋转{_rotationX -= Input.GetAxis("Mouse Y") * sensitivityVert;//基于鼠标增加垂直角度_rotationX = Mathf.Clamp(_rotationX, miniumVert, maximumVert);//将垂直角度限制在最小值和最大值之间float rotationY = transform.localEulerAngles.y;//保持Y的角度一样(也就是水平没有旋转)transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);//使用存储旋转值创建新的Vector}else//水平且垂直旋转{_rotationX -= Input.GetAxis("Mouse Y") * sensitivityVert;_rotationX = Mathf.Clamp(_rotationX, miniumVert, maximumVert);float delta = Input.GetAxis("Mouse X") * sensitivityHor;//旋转变化量float rotationY = transform.localEulerAngles.y + delta;//使用delta增加旋转角度transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);}float deltaX = Input.GetAxis("Horizontal") * speed;float deltaZ = Input.GetAxis("Vertical") * speed;transform.Translate(deltaX, 0, deltaZ);}
}
碰撞检测
问题:如果前面有一堵墙飞机往前会直接穿过去
运行效果:碰到墙壁无法穿过
//using System.Collections.Generic;
using UnityEngine;
using System.Collections;public class FPS : MonoBehaviour
{public float speed = 3.0f;private CharacterController _charController;void Start(){_charController = GetComponent<CharacterController>();}// Update is called once per framevoid 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);movement *= Time.deltaTime;movement = transform.TransformDirection (movement);_charController.Move (movement);}
}
重力添加
添加重力gravity就能改为陆地行走,在面板将重力改为0则飞行模式
using System.Collections;
using UnityEngine;[RequireComponent(typeof(CharacterController))]
[AddComponentMenu("Control Script/FPS Input")]
public class FPS : MonoBehaviour
{public float speed = 6.0f;public float gravity = -9.8f;private CharacterController _charController;// Start is called before the first frame updatevoid Start(){_charController = GetComponent<CharacterController>();}// Update is called once per framevoid 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);movement.y = gravity;movement *= Time.deltaTime;movement = transform.TransformDirection(movement);_charController.Move(movement);}
}