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Unity实现人物旋转和移动效果

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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。 

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