Unity3D日常开发】(四)实现角色移动行走之官方Demo移动代码分析

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【Unity3D日常开发】(四)实现角色移动行走之官方Demo移动代码分析

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一、前言

我们在使用官方的资源包的时候,会发现官方案例中自带的人物控制器非常好用,下面就将官方的资源包中的人物控制器的脚本进行分析。

一是为了理解学习代码,二是为了让大家有一个清晰的认识。

下载资源包:

Unity2018官方标准资源包

有的就不用下载了,如果没有的话下载下来,导入到Unity中。

解压后,可以看到很多的.unitypackage后缀的文件:

将Characters.unitypackage这个文件导入到Unity中即可。

然后打开Assets->Standard Assets ->Characters ->FirstPersonCharacter ->Prefabs文件夹:

选择预制体拖入到场景中就可以使用了。

二、使用

有两个预制体

FPSController.cs

主要组件有Character Controller、脚本First Person Controller、Rigidbody

这个是FPS第一人称控制器,模拟FPS游戏中人物移动的方式,是第一人称控制器。

鼠标锁定,视角跟随鼠标移动而移动。WSAD控制人物移动

RigidBodyFPSController.cs

主要组件有Capsule Collider、脚本RigidBody First Person Controller

与FPSController控制器不同的一点是,一个是用CharacterController控制移动,一个是控制人物本身的刚体,给刚体添加一个方向力,就可以移动

三、脚本详细解析

第一人称控制器 FirstPersonController

using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; using UnityStandardAssets.Utility; using Random = UnityEngine.Random; namespace UnityStandardAssets.Characters.FirstPerson { //自动添加关联的脚本 [RequireComponent(typeof (CharacterController))] [RequireComponent(typeof (AudioSource))] public class FirstPersonController : MonoBehaviour { //判断是否在走 [SerializeField] private bool m_IsWalking; //走路的速度 [SerializeField] private float m_WalkSpeed; //奔跑的速度 [SerializeField] private float m_RunSpeed; //模仿随机行走的速度 [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten; //跳跃速度 [SerializeField] private float m_JumpSpeed; //判断是否在空中,如果在空中接给一个下降的力 [SerializeField] private float m_StickToGroundForce; //重力 [SerializeField] private float m_GravityMultiplier; //视角控制脚本 [SerializeField] private MouseLook m_MouseLook; [SerializeField] private bool m_UseFovKick; //FovKick脚本 [SerializeField] private FOVKick m_FovKick = new FOVKick(); [SerializeField] private bool m_UseHeadBob; [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob(); [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob(); [SerializeField] private float m_StepInterval; [SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from. [SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground. [SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground. private Camera m_Camera; private bool m_Jump; private float m_YRotation; private Vector2 m_Input; private Vector3 m_MoveDir = Vector3.zero; private CharacterController m_CharacterController; private CollisionFlags m_CollisionFlags; private bool m_PreviouslyGrounded; private Vector3 m_OriginalCameraPosition; private float m_StepCycle; private float m_NextStep; private bool m_Jumping; private AudioSource m_AudioSource; // Use this for initialization private void Start() { m_CharacterController = GetComponent(); m_Camera = Camera.main; m_OriginalCameraPosition = m_Camera.transform.localPosition; m_FovKick.Setup(m_Camera); m_HeadBob.Setup(m_Camera, m_StepInterval); m_StepCycle = 0f; m_NextStep = m_StepCycle/2f; m_Jumping = false; m_AudioSource = GetComponent(); m_MouseLook.Init(transform , m_Camera.transform); } // Update is called once per frame private void Update() { //视角控制 RotateView(); // the jump state needs to read here to make sure it is not missed //跳转状态判断 if (!m_Jump) { m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); } //判断是否在地面上 if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) { StartCoroutine(m_JumpBob.DoBobCycle()); PlayLandingSound(); m_MoveDir.y = 0f; m_Jumping = false; } //不在地面上,并且不在跳跃状态 if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) { m_MoveDir.y = 0f; } m_PreviouslyGrounded = m_CharacterController.isGrounded; } //播放降落的声音 private void PlayLandingSound() { m_AudioSource.clip = m_LandSound; m_AudioSource.Play(); m_NextStep = m_StepCycle + .5f; } //控制人物行走 private void FixedUpdate() { float speed; GetInput(out speed); // always move along the camera forward as it is the direction that it being aimed at //始终沿着摄像机向前移动,因为它是瞄准的方向 Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x; // get a normal for the surface that is being touched to move along it //得到一个正常的表面,被触摸移动它 RaycastHit hitInfo; Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo, m_CharacterController.height/2f); desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized; m_MoveDir.x = desiredMove.x*speed; m_MoveDir.z = desiredMove.z*speed; if (m_CharacterController.isGrounded) { m_MoveDir.y = -m_StickToGroundForce; if (m_Jump) { m_MoveDir.y = m_JumpSpeed; PlayJumpSound(); m_Jump = false; m_Jumping = true; } } else { m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime; } m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime); ProgressStepCycle(speed); UpdateCameraPosition(speed); } //播放跳跃的声音 private void PlayJumpSound() { m_AudioSource.clip = m_JumpSound; m_AudioSource.Play(); } private void ProgressStepCycle(float speed) { if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0)) { m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))* Time.fixedDeltaTime; } if (!(m_StepCycle > m_NextStep)) { return; } m_NextStep = m_StepCycle + m_StepInterval; PlayFootStepAudio(); } //播放脚本的声音 private void PlayFootStepAudio() { if (!m_CharacterController.isGrounded) { return; } // pick & play a random footstep sound from the array, // excluding sound at index 0 int n = Random.Range(1, m_FootstepSounds.Length); m_AudioSource.clip = m_FootstepSounds[n]; m_AudioSource.PlayOneShot(m_AudioSource.clip); // move picked sound to index 0 so it's not picked next time m_FootstepSounds[n] = m_FootstepSounds[0]; m_FootstepSounds[0] = m_AudioSource.clip; } //控制摄像机的视角移动 private void UpdateCameraPosition(float speed) { Vector3 newCameraPosition; if (!m_UseHeadBob) { return; } if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded) { m_Camera.transform.localPosition = m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten))); newCameraPosition = m_Camera.transform.localPosition; newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset(); } else { newCameraPosition = m_Camera.transform.localPosition; newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset(); } m_Camera.transform.localPosition = newCameraPosition; } //获得键盘输入 private void GetInput(out float speed) { // Read input float horizontal = CrossPlatformInputManager.GetAxis("Horizontal"); float vertical = CrossPlatformInputManager.GetAxis("Vertical"); bool waswalking = m_IsWalking; #if !MOBILE_INPUT // On standalone builds, walk/run speed is modified by a key press. // keep track of whether or not the character is walking or running m_IsWalking = !Input.GetKey(KeyCode.LeftShift); #endif // set the desired speed to be walking or running speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed; m_Input = new Vector2(horizontal, vertical); // normalize input if it exceeds 1 in combined length: if (m_Input.sqrMagnitude > 1) { m_Input.Normalize(); } // handle speed change to give an fov kick // only if the player is going to a run, is running and the fovkick is to be used if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0) { StopAllCoroutines(); StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown()); } } //选择视角到正常角度 private void RotateView() { m_MouseLook.LookRotation (transform, m_Camera.transform); } //控制器碰撞反应 private void OnControllerColliderHit(ControllerColliderHit hit) { Rigidbody body = hit.collider.attachedRigidbody; //dont move the rigidbody if the character is on top of it if (m_CollisionFlags == CollisionFlags.Below) { return; } if (body == null || body.isKinematic) { return; } body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse); } } }

其中核心的,让人物角色移动的代码:

m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime); m_CollisionFlags 碰撞检测的旗标 m_CharacterController 角色的CharacterController组件 m_MoveDir 当前移动的方向乘上键盘获得的输入得到的值 Time.fixedDeltaTime 固定的时间增量

其中如果要解除鼠标锁定的话可以到这个脚本中修改。

鼠标视角脚本 MouseLook

//更新鼠标锁定的状态的 public void UpdateCursorLock() { //if the user set "lockCursor" we check & properly lock the cursos if (lockCursor) InternalLockUpdate(); } //控制鼠标锁定 private void InternalLockUpdate() { if (Input.GetKeyUp(KeyCode.Escape)) { m_cursorIsLocked = false; } else if (Input.GetMouseButtonUp(1)) { m_cursorIsLocked = true; } if (m_cursorIsLocked) { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; } else if (!m_cursorIsLocked) { Cursor.lockState = CursorLockMode.None; Cursor.visible = true; } }

刚体第一人称控制器 RigidbodyFirstPersonController

using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; namespace UnityStandardAssets.Characters.FirstPerson { //自动添加关联的脚本 [RequireComponent(typeof (Rigidbody))] [RequireComponent(typeof (CapsuleCollider))] public class RigidbodyFirstPersonController : MonoBehaviour { [Serializable] public class MovementSettings { //前进速度 public float ForwardSpeed = 8.0f; // Speed when walking forward //后退速度 public float BackwardSpeed = 4.0f; // Speed when walking backwards //走路时速度横向 public float StrafeSpeed = 4.0f; // Speed when walking sideways //奔跑的速度 public float RunMultiplier = 2.0f; // Speed when sprinting //奔跑键设置为LeftShift public KeyCode RunKey = KeyCode.LeftShift; //跳跃的力 public float JumpForce = 30f; //动画曲线,用在了模型动画播放时的碰撞盒缩放及重力调节 public AnimationCurve SlopeCurveModifier = new AnimationCurve(new Keyframe(-90.0f, 1.0f), new Keyframe(0.0f, 1.0f), new Keyframe(90.0f, 0.0f)); //当前的目标速度 [HideInInspector] public float CurrentTargetSpeed = 8f; #if !MOBILE_INPUT private bool m_Running; #endif //更新所需的目标速度 public void UpdateDesiredTargetSpeed(Vector2 input) { if (input == Vector2.zero) return; if (input.x > 0 || input.x < 0) { //strafe CurrentTargetSpeed = StrafeSpeed; } if (input.y < 0) { //backwards CurrentTargetSpeed = BackwardSpeed; } if (input.y > 0) { //forwards //handled last as if strafing and moving forward at the same time forwards speed should take precedence CurrentTargetSpeed = ForwardSpeed; } #if !MOBILE_INPUT if (Input.GetKey(RunKey)) { CurrentTargetSpeed *= RunMultiplier; m_Running = true; } else { m_Running = false; } #endif } #if !MOBILE_INPUT public bool Running { get { return m_Running; } } #endif } //高级设置 [Serializable] public class AdvancedSettings { //检查控制器是否接地的距离(0.01f似乎最适合这个) public float groundCheckDistance = 0.01f; // distance for checking if the controller is grounded ( 0.01f seems to work best for this ) //停止这个角色 public float stickToGroundHelperDistance = 0.5f; // stops the character //当没有输入时控制器到达停止的速度 public float slowDownRate = 20f; // rate at which the controller comes to a stop when there is no input //用户能够控制在空气中移动的方向吗 public bool airControl; // can the user control the direction that is being moved in the air } public Camera cam; public MovementSettings movementSettings = new MovementSettings(); public MouseLook mouseLook = new MouseLook(); public AdvancedSettings advancedSettings = new AdvancedSettings(); private Rigidbody m_RigidBody; private CapsuleCollider m_Capsule; private float m_YRotation; private Vector3 m_GroundContactNormal; private bool m_Jump, m_PreviouslyGrounded, m_Jumping, m_IsGrounded; public Vector3 Velocity { get { return m_RigidBody.velocity; } } public bool Grounded { get { return m_IsGrounded; } } public bool Jumping { get { return m_Jumping; } } public bool Running { get { #if !MOBILE_INPUT return movementSettings.Running; #else return false; #endif } } private void Start() { m_RigidBody = GetComponent(); m_Capsule = GetComponent(); mouseLook.Init (transform, cam.transform); } private void Update() { //控制视角转动到正常位置 RotateView(); //跳跃状态判断转移 if (CrossPlatformInputManager.GetButtonDown("Jump") && !m_Jump) { m_Jump = true; } } //移动函数 private void FixedUpdate() { //判断底部与地面的距离 GroundCheck(); //获得输入 Vector2 input = GetInput(); //如果检测到键盘有输入的话 if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && (advancedSettings.airControl || m_IsGrounded)) { // always move along the camera forward as it is the direction that it being aimed at //始终沿着摄像机向前移动,因为它是瞄准的方向 Vector3 desiredMove = cam.transform.forward*input.y + cam.transform.right*input.x; desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized; desiredMove.x = desiredMove.x*movementSettings.CurrentTargetSpeed; desiredMove.z = desiredMove.z*movementSettings.CurrentTargetSpeed; desiredMove.y = desiredMove.y*movementSettings.CurrentTargetSpeed; //判断刚体上面的速度向量的平方是否 小于 当前移动速度的平方 if (m_RigidBody.velocity.sqrMagnitude < (movementSettings.CurrentTargetSpeed*movementSettings.CurrentTargetSpeed)) { //给刚体添加一个向前的作用力 m_RigidBody.AddForce(desiredMove*SlopeMultiplier(), ForceMode.Impulse); } } //是否在地面上,判断跳跃 if (m_IsGrounded) { m_RigidBody.drag = 5f; if (m_Jump) { m_RigidBody.drag = 0f; m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z); m_RigidBody.AddForce(new Vector3(0f, movementSettings.JumpForce, 0f), ForceMode.Impulse); m_Jumping = true; } if (!m_Jumping && Mathf.Abs(input.x) < float.Epsilon && Mathf.Abs(input.y) < float.Epsilon && m_RigidBody.velocity.magnitude < 1f) { m_RigidBody.Sleep(); } } else { m_RigidBody.drag = 0f; if (m_PreviouslyGrounded && !m_Jumping) { StickToGroundHelper(); } } m_Jump = false; } //斜率乘数 private float SlopeMultiplier() { float angle = Vector3.Angle(m_GroundContactNormal, Vector3.up); return movementSettings.SlopeCurveModifier.Evaluate(angle); } //判断是否在地面上,不在地面上就落在地面上 private void StickToGroundHelper() { RaycastHit hitInfo; if (Physics.SphereCast(transform.position, m_Capsule.radius, Vector3.down, out hitInfo, ((m_Capsule.height/2f) - m_Capsule.radius) + advancedSettings.stickToGroundHelperDistance)) { if (Mathf.Abs(Vector3.Angle(hitInfo.normal, Vector3.up)) < 85f) { m_RigidBody.velocity = Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal); } } } //检测键盘输入 private Vector2 GetInput() { Vector2 input = new Vector2 { x = CrossPlatformInputManager.GetAxis("Horizontal"), y = CrossPlatformInputManager.GetAxis("Vertical") }; movementSettings.UpdateDesiredTargetSpeed(input); return input; } //视角移动 private void RotateView() { //avoids the mouse looking if the game is effectively paused if (Mathf.Abs(Time.timeScale) < float.Epsilon) return; // get the rotation before it's changed float oldYRotation = transform.eulerAngles.y; mouseLook.LookRotation (transform, cam.transform); if (m_IsGrounded || advancedSettings.airControl) { // Rotate the rigidbody velocity to match the new direction that the character is looking Quaternion velRotation = Quaternion.AngleAxis(transform.eulerAngles.y - oldYRotation, Vector3.up); m_RigidBody.velocity = velRotation*m_RigidBody.velocity; } } /// sphere cast down just beyond the bottom of the capsule to see if the capsule is colliding round the bottom //球体在胶囊的底部被压下,看看胶囊是否在底部碰撞 private void GroundCheck() { m_PreviouslyGrounded = m_IsGrounded; RaycastHit hitInfo; if (Physics.SphereCast(transform.position, m_Capsule.radius, Vector3.down, out hitInfo, ((m_Capsule.height/2f) - m_Capsule.radius) + advancedSettings.groundCheckDistance)) { m_IsGrounded = true; m_GroundContactNormal = hitInfo.normal; } else { m_IsGrounded = false; m_GroundContactNormal = Vector3.up; } if (!m_PreviouslyGrounded && m_IsGrounded && m_Jumping) { m_Jumping = false; } } } }

其中核心的人物角色移动代码:

m_RigidBody.AddForce(desiredMove*SlopeMultiplier(), ForceMode.Impulse); desiredMove: 这个是获取到摄像机正前方 x 键盘输入 Vertical的值,摄像机右边 x 键盘输入 Horizontal的值 SlopeMuliplier: 是斜率乘数,说白了就是摩擦力 反作用力 ForceMode 作用力方式 枚举类型 (1)ForceMode.Force:默认方式,使用刚体的质量计算,以每帧间隔时间为单位计算动量。 (2)ForceMode.Acceleration:在此种作用方式下会忽略刚体的实际质量而采用默认值1.0f,时间间隔以系统帧频间隔计算(默认值为0.02s) (3)ForceMode.Impulse:此种方式采用瞬间力作用方式,即把t的值默认为1,不再采用系统的帧频间隔 (4)ForceMode.VelocityChange:此种作用方式下将忽略刚体的实际质量,采用默认质量1.0,同时也忽略系统的实际帧频间隔,采用默认间隔1.0

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