我刚开始团结一致时就冒险了。
当我按“ W”键且没有任何按键按下Stop时,我需要使角色打开动画步,并为不移动而设置空闲动画(对不起,我的英语不是我的母语)那么当我按下空格键时,char应该跳动并使用跳跃动画,而我的char确实在移动并跳动,但是即使我不按任何键也只重复一个动画。
此外,我想像《刺客信条》那样进行爬升,壁架爬升,角色从边缘掉落等。我想在按键上播放动画。I just start to figure it out using transition but still luck of results
我不确定应该更改什么,需要帮助。
using UnityEngine;
using System.Collections;
public class PlayerController2 : MonoBehaviour
{
public float walkSpeed = 20;
public float runSpeed = 40;
public float gravity = -80;
public float jumpHeight = 15;
[Range(0, 1)]
public float airControlPercent;
public float turnSmoothTime = 0.2f;
float turnSmoothVelocity;
public float speedSmoothTime = 0.1f;
float speedSmoothVelocity;
float currentSpeed;
float velocityY;
Animator animator;
Transform cameraT;
CharacterController controller;
void Start()
{
animator = GetComponent<Animator>();
cameraT = Camera.main.transform;
controller = GetComponent<CharacterController>();
}
void Update()
{
// input
Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
Vector2 inputDir = input.normalized;
bool running = Input.GetKey(KeyCode.LeftShift);
Move(inputDir, running);
if (Input.GetKeyDown(KeyCode.Space))
{
Jump();
}
// animator
float animationSpeedPercent = ((running) ? currentSpeed / runSpeed : currentSpeed / walkSpeed * .5f);
animator.SetFloat("speedPercent", animationSpeedPercent, speedSmoothTime, Time.deltaTime);
}
void Move(Vector2 inputDir, bool running)
{
if (inputDir != Vector2.zero)
{
float targetRotation = Mathf.Atan2(inputDir.x, inputDir.y) * Mathf.Rad2Deg + cameraT.eulerAngles.y;
transform.eulerAngles = Vector3.up * Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref turnSmoothVelocity, GetModifiedSmoothTime(turnSmoothTime));
}
float targetSpeed = ((running) ? runSpeed : walkSpeed) * inputDir.magnitude;
currentSpeed = Mathf.SmoothDamp(currentSpeed, targetSpeed, ref speedSmoothVelocity, GetModifiedSmoothTime(speedSmoothTime));
velocityY += Time.deltaTime * gravity;
Vector3 velocity = transform.forward * currentSpeed + Vector3.up * velocityY;
controller.Move(velocity * Time.deltaTime);
currentSpeed = new Vector2(controller.velocity.x, controller.velocity.z).magnitude;
if (controller.isGrounded)
{
velocityY = 0;
}
}
void Jump()
{
if (controller.isGrounded)
{
float jumpVelocity = Mathf.Sqrt(-2 * gravity * jumpHeight);
velocityY = jumpVelocity;
}
}
float GetModifiedSmoothTime(float smoothTime)
{
if (controller.isGrounded)
{
return smoothTime;
}
if (airControlPercent == 0)
{
return float.MaxValue;
}
return smoothTime / airControlPercent;
}
}