简单的玩家预制体和脚本
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace Agame
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{
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[RequireComponent(typeof(CharacterController))]
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public class PlayerController : MonoBehaviour
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{
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[Header("Movement")]
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public float moveSpeed = 5f;
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public float sprintSpeed = 8f;
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public float gravity = -20f;
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public float jumpHeight = 1.5f;
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private CharacterController controller;
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private Vector3 velocity;
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private bool isGrounded;
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private void Awake()
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{
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controller = GetComponent<CharacterController>();
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}
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private void Update()
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{
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var kb = Keyboard.current;
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if (kb == null)
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{
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return;
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}
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isGrounded = controller.isGrounded;
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if (isGrounded && velocity.y < 0f)
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{
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velocity.y = -2f;
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}
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// WASD input
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float moveX = 0f;
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float moveZ = 0f;
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if (kb.aKey.isPressed) moveX -= 1f;
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if (kb.dKey.isPressed) moveX += 1f;
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if (kb.sKey.isPressed) moveZ -= 1f;
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if (kb.wKey.isPressed) moveZ += 1f;
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// Move relative to the capsule's own facing (which MouseLook rotates)
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Vector3 move = transform.right * moveX + transform.forward * moveZ;
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move = Vector3.ClampMagnitude(move, 1f);
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float speed = kb.leftShiftKey.isPressed ? sprintSpeed : moveSpeed;
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controller.Move(move * speed * Time.deltaTime);
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// Jump
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if (kb.spaceKey.wasPressedThisFrame && isGrounded)
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{
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velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
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}
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// Gravity
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velocity.y += gravity * Time.deltaTime;
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controller.Move(velocity * Time.deltaTime);
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}
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}
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}
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