MouseLook脚本:
using UnityEngine;
using System.Collections;
/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation
/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
/// -> A CharacterMotor and a CharacterController component will be automatically added.
/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
private float sensitivityX = 5f;
private float sensitivityY = 5f;
private float minimumX = 0f;
private float maximumX = 360f;
private float minimumY = -30f;
private float maximumY = 45f;
private float rotationY = 0f;
void Update ()
{
if (axes == RotationAxes.MouseXAndY)
{
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}
else if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
}
}
void Start ()
{
// Make the rigid body not change rotation
if (GetComponent<Rigidbody>())
GetComponent<Rigidbody>().freezeRotation = true;
}
}
控制器脚本:
using UnityEngine;
using System.Collections;
//[RequireComponent (typeof (Rigidbody))]
//[RequireComponent (typeof (BoxCollider))]
public class PlayerController : MonoBehaviour {
private void Update()
{
var x = Input.GetAxis("Horizontal") * Time.deltaTime * 150.0f;
var z = Input.GetAxis("Vertical") * Time.deltaTime * 3.0f;
transform.Rotate(0, x, 0);
transform.Translate(0, 0, z);
}
}
例如,当我使用鼠标向地板看并向前移动时,它会在地板上移动。
我使用了盒式对撞机,我也尝试添加一个网格对撞机,但到目前为止还没有帮助。
NAVI附有一个Rigidbody组件。 我还有一个Rigidbody连接到播放器,然后他没有走过地板,但然后Rigidbody做了门的问题。门快速打开/关闭,很多次使用Rigidbody。
答案 0 :(得分:3)
为了防止两个碰撞者相互穿越,您将有两个选择:
1 。使用raycast检测墙壁,然后手动调整对象的位置或停止移动播放器。
2 。使用Rigidbody自动处理碰撞,然后使用Rigidbody.MovePosition
和Rigidbody.MoveRotation
移动和旋转对象,而不是transform.Translate
和{{1在您当前的代码中使用。
我更喜欢#2 ,因为它更容易编码且更可靠。只需将transform.Rotate
和对撞机连接到播放器即可。还将对撞机安装在墙壁和地板上。下面的代码应该移动播放器,它不会穿过墙壁。
Rigidbody