本文实例为大家分享了Unity实现人物旋转和移动的具体代码,供大家参考,具体内容如下 旋转 using System.Collections;using System.Collections.Generic;using UnityEngine; public class MouseLook : MonoBehaviour
本文实例为大家分享了Unity实现人物旋转和移动的具体代码,供大家参考,具体内容如下
旋转
using System.Collections; using System.Collections.Generic; using UnityEngine; public class MouseLook : MonoBehaviour { public enum RotationAxes { MouseXandY = 0, MouseX = 1, MouseY = 2 } public RotationAxes axes = RotationAxes.MouseXandY; public float sensitivityHor = 9.0f; public float sensitivityVert = 9.0f; public float minVert = -45.0f; public float maxVert = 45.0f; private float _rotationX = 0; // Use this for initialization void Start () { Rigidbody body = GetComponent<Rigidbody> (); if (body != null) { body.freezeRotation = true; } } // Update is called once per frame void Update () { //水平旋转就是以Y轴作为旋转轴旋转,鼠标移动量为偏移量 if (axes == RotationAxes.MouseX) { transform.Rotate (0, Input.GetAxis("Mouse X") * sensitivityHor, 0);//通过“增加”旋转角度进行旋转(X,Y,Z为对应方向的增加量),一般用于无限制旋转 } else if (axes == RotationAxes.MouseY) { _rotationX -= Input.GetAxis ("Mouse Y") * sensitivityVert; _rotationX = Mathf.Clamp (_rotationX, minVert, maxVert);//限制_rotationX的值在minVert与minVert之间 float rotationY = transform.localEulerAngles.y; //Debug.Log ("rotationX:"+_rotationX+","+Input.GetAxis ("Mouse Y") * sensitivityVert); transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0);//直接“设置”旋转角度进行旋转,一般用于有限制旋转 } else { _rotationX -= Input.GetAxis ("Mouse Y") * sensitivityVert; _rotationX = Mathf.Clamp (_rotationX, minVert, maxVert); float delta = Input.GetAxis ("Mouse X") * sensitivityHor; float rotationY = transform.localEulerAngles.y + delta; transform.localEulerAngles = new Vector3(_rotationX, rotationY, 0); } } }
移动
using System.Collections; using System.Collections.Generic; using UnityEngine; [RequireComponent(typeof(CharacterController))]//如果对象没有该组件,则创建一个 [AddComponentMenu("Control Script/FPS Input")]//可以在Add Component查到 public class FPSInput : MonoBehaviour { private CharacterController _characterController; public float speed = 10.0f; public float gravity = -9.8f; // Use this for initialization void Start () { _characterController = GetComponent<CharacterController>();//获取对象里的某一组件 } // Update is called once per frame void 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);//保持各方向的速度相同 movement.y = gravity; movement = movement * Time.deltaTime;//向量可以直接乘以一个数,Time.deltaTime确保在每台计算机上的速度相同 movement = transform.TransformDirection (movement);//将本地坐标转换为世界坐标 _characterController.Move(movement);//通过CharacterController进行移动而不是transform.Translate } }
问题
人物移动到父容器的边缘时,人物的移动会产生偏移(甚至飞起来)。将父容器扩大,使人物无法接近边缘则不会有异常。
父容器比较大
父容器比较小,人物到达边缘
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持易盾网络。