简单的玩家预制体和脚本
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m_AdditionalVertexStreams: {fileID: 0}
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--- !u!143 &7247448510909021193
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CharacterController:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7344258574652498121}
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serializedVersion: 2
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m_Bits: 0
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m_ExcludeLayers:
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serializedVersion: 2
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m_Bits: 0
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m_LayerOverridePriority: 0
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m_ProvidesContacts: 0
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m_Enabled: 1
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serializedVersion: 3
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m_Height: 2
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m_Radius: 0.5
|
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|
m_SlopeLimit: 45
|
||||||
|
m_StepOffset: 0.3
|
||||||
|
m_SkinWidth: 0.08
|
||||||
|
m_MinMoveDistance: 0.001
|
||||||
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m_Center: {x: 0, y: 0, z: 0}
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--- !u!114 &3905363232486332009
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m_CorrespondingSourceObject: {fileID: 0}
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m_Script: {fileID: 11500000, guid: b6780c1c0b9d27c46a0bd43f0d2291f6, type: 3}
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m_Name:
|
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m_EditorClassIdentifier: Assembly-CSharp::Agame.PlayerController
|
||||||
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moveSpeed: 5
|
||||||
|
sprintSpeed: 8
|
||||||
|
gravity: -20
|
||||||
|
jumpHeight: 1.5
|
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externalObjects: {}
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userData:
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assetBundleVariant:
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+127
-1130
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,73 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
namespace Agame
|
||||||
|
{
|
||||||
|
public class MouseLook : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Sensitivity")]
|
||||||
|
[Tooltip("Degrees of rotation per pixel of mouse movement.")]
|
||||||
|
public float mouseSensitivity = 0.12f;
|
||||||
|
|
||||||
|
[Header("Vertical Clamp")]
|
||||||
|
public float minLookAngle = -80f;
|
||||||
|
public float maxLookAngle = 80f;
|
||||||
|
|
||||||
|
[Header("References")]
|
||||||
|
public Transform characterBody;
|
||||||
|
|
||||||
|
private float xRotation = 0f;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
LockCursor(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
var kb = Keyboard.current;
|
||||||
|
var mouse = Mouse.current;
|
||||||
|
if (mouse == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Esc releases the cursor, left click grabs it again (editor-friendly)
|
||||||
|
if (kb != null && kb.escapeKey.wasPressedThisFrame)
|
||||||
|
{
|
||||||
|
LockCursor(false);
|
||||||
|
}
|
||||||
|
if (mouse.leftButton.wasPressedThisFrame && Cursor.lockState != CursorLockMode.Locked)
|
||||||
|
{
|
||||||
|
LockCursor(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Cursor.lockState != CursorLockMode.Locked)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Mouse delta is in pixels for the new Input System
|
||||||
|
Vector2 delta = mouse.delta.ReadValue();
|
||||||
|
float mouseX = delta.x * mouseSensitivity;
|
||||||
|
float mouseY = delta.y * mouseSensitivity;
|
||||||
|
|
||||||
|
// Yaw the body left/right
|
||||||
|
if (characterBody != null)
|
||||||
|
{
|
||||||
|
characterBody.Rotate(Vector3.up * mouseX);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pitch the camera up/down
|
||||||
|
xRotation -= mouseY;
|
||||||
|
xRotation = Mathf.Clamp(xRotation, minLookAngle, maxLookAngle);
|
||||||
|
transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void LockCursor(bool locked)
|
||||||
|
{
|
||||||
|
Cursor.lockState = locked ? CursorLockMode.Locked : CursorLockMode.None;
|
||||||
|
Cursor.visible = !locked;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ca68f61e4f5bf6b439395d4aa1b7334a
|
||||||
@@ -0,0 +1,64 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
namespace Agame
|
||||||
|
{
|
||||||
|
[RequireComponent(typeof(CharacterController))]
|
||||||
|
public class PlayerController : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Movement")]
|
||||||
|
public float moveSpeed = 5f;
|
||||||
|
public float sprintSpeed = 8f;
|
||||||
|
public float gravity = -20f;
|
||||||
|
public float jumpHeight = 1.5f;
|
||||||
|
|
||||||
|
private CharacterController controller;
|
||||||
|
private Vector3 velocity;
|
||||||
|
private bool isGrounded;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
controller = GetComponent<CharacterController>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
var kb = Keyboard.current;
|
||||||
|
if (kb == null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
isGrounded = controller.isGrounded;
|
||||||
|
if (isGrounded && velocity.y < 0f)
|
||||||
|
{
|
||||||
|
velocity.y = -2f;
|
||||||
|
}
|
||||||
|
|
||||||
|
// WASD input
|
||||||
|
float moveX = 0f;
|
||||||
|
float moveZ = 0f;
|
||||||
|
if (kb.aKey.isPressed) moveX -= 1f;
|
||||||
|
if (kb.dKey.isPressed) moveX += 1f;
|
||||||
|
if (kb.sKey.isPressed) moveZ -= 1f;
|
||||||
|
if (kb.wKey.isPressed) moveZ += 1f;
|
||||||
|
|
||||||
|
// Move relative to the capsule's own facing (which MouseLook rotates)
|
||||||
|
Vector3 move = transform.right * moveX + transform.forward * moveZ;
|
||||||
|
move = Vector3.ClampMagnitude(move, 1f);
|
||||||
|
|
||||||
|
float speed = kb.leftShiftKey.isPressed ? sprintSpeed : moveSpeed;
|
||||||
|
controller.Move(move * speed * Time.deltaTime);
|
||||||
|
|
||||||
|
// Jump
|
||||||
|
if (kb.spaceKey.wasPressedThisFrame && isGrounded)
|
||||||
|
{
|
||||||
|
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Gravity
|
||||||
|
velocity.y += gravity * Time.deltaTime;
|
||||||
|
controller.Move(velocity * Time.deltaTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
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|
fileFormatVersion: 2
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|
guid: b6780c1c0b9d27c46a0bd43f0d2291f6
|
||||||
Reference in New Issue
Block a user