我对团结还很陌生,想创建fps运动。 我从Brackeys找到了本教程,它的运行效果相对较好,但是如果您用天花板顶着头跳,则需要花一些时间。我很抱歉提出这样一个基本问题,但找不到任何东西。这里是一些代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public CharacterController controller;
Animator animator;
public float speed = 7f;
public float gravity = -9.81f;
public float jumpHeight = 3f;
public Transform groundCheck;
public float groundDistance = 0.4f;
public LayerMask groundMask;
Vector3 velocity;
bool isGrounded;
void Start()
{
animator = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
if(isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
if (x != 0)
{
animator.SetBool("WalkXTrigger", true);
x /= 2;
}
else
{
animator.SetBool("WalkXTrigger", false);
}
if (z != 0)
{
if (z<0)
{
animator.SetBool("WalkBackTrigger", true);
z /= 1.5f;
}
if (z>0)
{
animator.SetBool("WalkTrigger", true);
}
}
else
{
animator.SetBool("WalkTrigger", false);
animator.SetBool("WalkBackTrigger", false);
}
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speed * Time.deltaTime);
if (Input.GetButtonDown("Jump") && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2 * gravity);
animator.SetBool("JumpTrigger", true);
}
else
{
animator.SetBool("JumpTrigger", false);
}
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
}
}
所以我认为有2种选择: 1.当角色撞到天花板时,将其下移 2.测量角色和天花板之间的空间,并将其设置为等于跳跃高度 我的问题:我不知道该怎么做 希望我的英语还可以,问题已经足够描述了 谢谢您的帮助
答案 0 :(得分:1)
我不太确定为什么,但是这是我的代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(CharacterController))]
public class PlayerMovement : MonoBehaviour {
public CharacterController controller;
public float speed = 12f;
public float speedy;
public float speedOffset = 3f;
public float gravity = -9.81f;
public float jumpHeight = 3f;
public float playerHeight = 1.6f;
public float groundDistance = 0.4f;
Vector3 velocity;
bool isGrounded;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
RaycastHit hit;
Ray downRay = new Ray(transform.position, -Vector3.up);
if (Physics.Raycast(downRay, out hit))
{
if (hit.distance >= playerHeight + groundDistance)
{
isGrounded = false;
}
else
{
isGrounded = true;
}
}
if (isGrounded)
{
speedy = speed/(1 + speedOffset);
}
else
{
speedy = speed;
}
if(isGrounded && velocity.y < 0)
{
velocity.y = -2f;
}
float x = Input.GetAxis("Horizontal");
float z = Input.GetAxis("Vertical");
Vector3 move = transform.right * x + transform.forward * z;
controller.Move(move * speedy * Time.deltaTime);
if(Input.GetButtonDown("Jump") && isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
}
}
我不知道,我没有9岁的经验,所以请尝试这个,看看它是否有效
答案 1 :(得分:0)
您在更新循环的末尾拥有了这个,所以我假设您的角色一直在飞行吗?
velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);
继续进行编码和练习,您将会发现答案!
答案 2 :(得分:0)
我不确定您的角色是继续飞行还是只是停留一两秒,但无论哪种方式,这小段代码都行得通。
public GameObject ceiling; //set this to your ceiling in the editor.
public float ceilingDown = 0.5; //if this value doesn't work, just mess around with it a little.
void OnTriggerEnter(ceiling){
velocity.y -= ceilingDown;
}
如果将此代码添加到您的代码中,它将迫使播放器稍微向下移动。重力将接管一切。