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[unity] Unity3D 模仿《魔兽世界》的第三人称角色控制器

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最佳新人宣传达人灌水之王荣誉管理

发表于 2015-7-9 16:41:08 | 显示全部楼层 |阅读模式
玩过《魔兽世界》的朋友都知道,《魔兽世界》中的角色控制器非常的出色,Unity3D 的标准包中自带了第三人称与第一人称角色控制器,但是感觉上面差了很多,下面这个第三人称角色控制器模仿的《魔兽世界》,希望大家喜欢。
6 X6 l& F* T, R- j" n   与往常一样,我们先来看看最终效果,我们可以通过键盘以及鼠标控制角色旋转、移动,视野拉近拉远等等,如图:
; w: V7 A6 v' F- Q+ v% V8 [    20141205110710_2812_new.jpg 3 R' @/ d$ F3 z9 q" [* ^& l/ h  G
   新建一个测试场景,要保证场景中有一个角色对象,如图:
- x# p% g% X# ]' e    20141205110728_5937_new.jpg / |5 J+ D8 ?) D" L
   在角色对象中添加一个空对象,取名:HeadItem,主要用来挂载主摄像机,如图:
! ]/ B4 p$ B! \% ^+ m& h    20141205110746_7187_new.jpg 1 M5 R: ]9 r) G2 K" Z
   第三人称角色控制器主要的类有 UPlayerController.cs,代码如下:using UnityEngine;+ y) p- \* h( \5 M- L) v$ |
using System.Collections;# |, U! M: f& k' d5 e- E  A/ i; h
" c2 L3 Q. y  _% H6 p
public class UPlayerController : MonoBehaviour! T. y3 n. K& M% h' f
{
) U- Y  l+ q4 u7 g; O /// <summary>
* k' J# I( ]! D8 B' i /// 待机动画1 J& |* i4 r/ N2 U# c- c( c' b
/// </summary>- N' G. Y& b5 @# @( m
public AnimationClip idleClip;
8 ]! H# a, W8 ^3 H; b. X6 g: ]0 f: B$ I: H# s  T6 g
/// <summary>2 D0 m4 y  w3 W, V1 ]
/// 行走动画
, q& T( @6 _" e- y% U /// </summary>: F! H3 f5 T; F) B6 ^
public AnimationClip walkClip;
0 r( O# ~( V0 {4 B" k/ V" m. ^% J0 J* n! K
/// <summary>
7 C3 T' c5 K3 f+ R- x% M2 Y /// 跑步动画7 x( S3 i" P6 f
/// </summary>
/ _  {2 p! v! d2 j3 y public AnimationClip runClip;% I9 Z: l9 Y% R* _/ ]6 E5 Q

: z* S/ f$ U; Z; ^( _4 N /// <summary>  \" g/ n! [, n% q: w! o9 _
/// 跳跃动画
8 O; K; Z8 j) }) m+ F: n /// </summary>
6 s. b! l4 ]6 K, ]* H8 m public AnimationClip jumpClip;8 d5 p: E) s7 U& E: M+ F8 D: p, B6 |9 D/ o
. Y/ e: S$ F5 h  Y: L) A
/// <summary>  K% {4 p* Z! v% l- q: j
/// 后退动画
( E# v# T/ h7 e" W- O /// </summary>6 o) S5 G3 r) K2 K
public AnimationClip retreatClip;
( R/ h" C- n' }- }* I3 n9 Z0 H# }
9 k$ q& t2 i# f1 j) L /// <summary>
. M" G% K3 {7 G- ~; ? /// 跑步移动速度
3 b7 e' h, c6 k! { /// </summary>! }, e4 e+ g: n3 V  F. t" W4 N
public float runSpeed = 6.0f;
* [9 r( X% y( c4 x) e5 h$ g1 u
- H, h$ l! m( k1 B5 H /// <summary>/ K7 C6 |2 n1 o5 W: X" G1 n0 ]
/// 行走移动速度
: L- Y7 `  C2 t( U- {! V: p; }, \' U /// </summary>" a1 l  y, t" V$ b, ]+ h
public float walkSpeed = 3.0f;
: H$ E8 B; {. S $ `- B5 O2 q* e6 a5 B4 w. o1 X4 G
/// <summary>
% z6 ?0 f, A1 B) D+ Q& N /// 后退移动速度
/ h' [- J. F. i2 {$ l /// </summary>
. D4 Q4 Z+ C/ B public float retreatSpeed = 2.0f;
8 j7 s2 c+ g, ?. S  p. o
' O% M6 T/ L  U! M3 u, X /// <summary>
$ l" z1 N; @1 T! K8 A  K /// 移动速度
8 \. [* T9 T# y4 @0 g/ x /// </summary>% n2 ~" Y" M: Z; l  Q3 h, _% A
public float speed = 0f;
' L5 |2 I' h4 l6 i0 ?9 S* _) Q" H  k- E2 W3 j* n" i
/// <summary>9 m! I! O  @5 c8 N
/// 摄像机对象
5 U0 i/ }: ~/ _+ O* h- t8 K* h /// </summary>9 l; J5 k( |+ a; g, k* J1 |6 }
public Transform cameraTransform;
. c. q; U+ S: D- _8 h( D
) \# {0 K; Y1 C& U( C  S6 F" ` /// <summary>& f4 a* C; B* d, Q9 y9 ]3 @9 m
/// 角度头部对象5 M+ B$ w5 A! E2 ?
/// </summary>3 }* z+ e' ~4 w( Q' n; e
public Transform headTransform;% b0 _" F1 K4 I* @
  O$ y0 @1 C- T. y
/// <summary>
: S& d3 n- n& K- v2 @ /// 摄像机偏离距离
8 q. G1 |4 c0 ^1 R /// </summary>
" i6 B& j8 M  E" q) b( y public float cameraDistance = 5f;
( S1 j# \" A; B& C+ ]8 V0 k  Y. B. w+ p6 d* {
/// <summary>
$ z6 x( [# X4 e; M /// 摄像机最近视角
( g" I" m. i- r) O0 l6 c( X, O /// </summary>
" k2 F6 L2 a4 R5 ^. A public float cameraZoomNear = 0.01f;
' n8 U( d& g* z" B4 x9 L: [, c+ c( [/ `3 r  T
/// <summary>2 [% x0 |' U5 ^0 c; @0 }/ J% _( [
/// 摄像机最远视角- S3 F! G1 @7 v5 V# y
/// </summary>
; n' g9 ~, u* D- b# W5 B& s% J public float cameraZoomFar = 30.0f;& N, c. s5 ~- y, \2 N# }
8 e# s# B' m- b: r# r4 I
/// <summary>
, x7 Z* l1 a( V0 y /// 鼠标移动 X 坐标轴
. p4 P3 O) ], d4 z5 C) \( K  w  C- ] /// </summary>! |, m3 l& M, C3 B5 R
public float mouseXAxis = 15.0f;
" B3 a/ C. P' B. L1 d
: t( w9 e3 a1 k; ]* M' p /// <summary>/ w; f) b# x. A
/// 鼠标移动 Y 坐标轴
0 E5 V6 Q1 i$ M /// </summary>
' Y6 `* V3 \" d4 T8 [* M public float mouseYAxis = 15.0f;
9 Z4 W7 j0 R. J  }' G
+ [0 v( [0 i5 A /// <summary>4 y7 H, u9 {: n
/// 鼠标滚轮速率) j# x3 y7 n- d. k8 L( _
/// </summary>
6 p; k( s3 F6 M! d/ r' O; b public float mouseWheelVelocity = 3.0f;9 O1 e1 }1 o1 N, Y5 A& k2 k! s
# l" A2 x( q" G  N# R
/// <summary>
3 F! [& t) K) [ /// 跳起速率
  ^; ^9 ?4 b3 n4 d1 |& C: Y /// </summary>- ^" t0 o- G# B# `+ B
public float jumpVelocity = 15f;5 K  S4 f5 V# m- d; t: p
/ B( g7 V  j. S- i% p
/// <summary>
9 s+ v/ h7 N9 v9 @ /// 下落速率* P6 p* u6 l; _, W# w
/// </summary>. X4 E, N0 a9 ~) G% K0 O" o% ~
public float dropVelocity = 10f;% z( n) A6 n. s0 o

+ P7 l1 O; d5 H# K4 \* {, X. S( l /// <summary>8 N, m8 x5 a2 ?' w2 n4 F; Y( Y8 X9 @
/// 摄像机位置修正2 @+ Q2 u) ~) V
/// </summary>! h3 M3 w' x! [# A% k
public float cameraReviseDistance = 1.0f;( [3 }4 u' l: M, c4 p
0 W. i0 b8 D! R8 y( G
/// <summary>
# F; G  D! f- u0 G$ E /// 最小位置
- Z( Q& B3 {  @  C: @! G3 \9 k /// </summary>
) v. Q9 L+ z, m+ K public float cameraClampMin = -70f;( K8 Z2 |- H! ]7 @4 s
3 O$ ]2 r8 p* }4 ?7 E' P3 }
/// <summary>4 j! |, K4 Q9 w. e$ k( c
/// 最大位置
& c7 h; E+ A3 a" k9 }/ j$ H0 _ /// </summary>7 x8 B* k% Q- {; y, e
public float cameraClampMax = 90f;& r/ s/ W4 p% Z3 F8 d5 g) Q

# L) m! l/ A9 g$ y" ^4 m; l /// <summary>9 M- I4 d7 c: t" U3 x
/// 偏移角度
5 i* n7 h0 i) D2 F /// </summary>
; H1 G$ X/ {9 U8 ^& F public float offsetAngle = 90f;1 L$ e2 p& ]+ |7 W+ h, ?' b

7 o" [" y+ `( v1 p/ o+ B$ p1 Z2 ] /// <summary>
1 W& `$ ?8 f4 v, k /// 移动向量,通过计算得来
% d9 L( v  J% D- W% ~4 \1 | /// </summary>; r, x8 U6 K  e9 v8 p  }+ K
protected Vector3 moveDirection;* g  @5 t0 v3 t# C, r0 K  N- m

9 \( k8 N& q% r. X. c /// <summary>9 w; }& M( \2 q1 L) e; Q) P' e
/// 垂直速率
- l( j$ E% s$ f- e4 C; P /// </summary>
  {1 E3 t, I% A+ W+ C9 K protected float verticalVelocity;9 m) n7 \; \7 Z5 X% G7 R4 c

9 ^7 R8 Y; K# q* M /// <summary>
, K2 C. i9 e9 J) Z" R& a7 u7 n* { /// 屏幕鼠标 X 坐标
8 k# c6 B% I1 A: v /// </summary>
- I0 D  l/ m/ T" G. `9 Q; ] protected float mouseX;( i$ x0 T* x" Z) @
! d) ?  Z1 c# u) `) S! U" L. h
/// <summary>( m, a8 P8 ^/ S) k" U- T
/// 屏幕鼠标 Y 坐标7 [) }2 T( \$ q' W
/// </summary>
9 [6 }7 v9 m0 N& F$ W" k& t protected float mouseY;! D5 t" z4 u/ a% B8 t2 v

5 X; U" J) j' l* M- W. B+ w! u /// <summary>
* u# S) H7 J& L' a4 f /// 前一次鼠标 X 坐标
* i! M0 B2 _' O" R9 j* V /// </summary>
) o7 G( G5 o  O; s) e1 f protected float prevMouseX;
* C% C" k% u6 W% r# X% Q' t
' Z. ], M( L1 I+ O3 W /// <summary>
2 J; [* Y0 _9 Y, L+ j( q& a$ Y+ ^ /// 前一次鼠标 Y 坐标+ Q7 G/ W  L/ e6 Z! g( v3 C2 G6 u
/// </summary>6 i! z5 `) f4 w0 _
protected float prevMouseY;
6 H- H; c- a5 d3 g3 i4 d( W5 S9 q; n% C
/// <summary>
' T. ^& a% P! Y /// 前一次旋转: Q7 ]/ \: l2 J. I& [+ ]
/// </summary>
- q6 E- e1 B1 U+ W" a' W protected Quaternion prevQuaternion;" k/ \3 ~1 \+ E6 @$ L0 e" t0 K
4 h4 y0 Z' b3 y- k4 E. \
/// <summary>
8 o7 k$ Z$ i5 O/ h /// 前一次朝向
* n1 G& L3 n0 [# _) N9 Z1 }) l! G /// </summary>
6 `$ g6 B: p  |; N protected Vector3 prevForward;: g( s+ c  S* A" g* K( f

) T5 S* K- }' n  ]' r' q/ j /// <summary># r6 A1 l, w- H; U$ C
/// 是否正在起跳7 a5 F5 ^2 f3 `7 N( Y! I; U- P
/// </summary>! Y( G2 C6 k3 }1 e/ ~7 Z
protected bool isJumping;
4 j! v0 N  Z9 V* m* {* E4 y) d$ r) n
1 @: {% k) N9 Q) @7 F, a /// <summary>
5 [) l' f2 E# {- r4 l" m- f+ [ /// 插值转向变量
7 C% C9 L) N4 Q* ~+ m /// </summary>- Z# Z$ K$ X7 `9 U, ]
protected float mouseXVelocity;! n& q( m  k5 m2 R

- D0 @" t& @1 q+ [: S /// <summary>
; Y# D9 S! J5 v% V/ I3 c /// 插值跳起变量
7 u* Q7 L. \3 U: }0 y: x4 t /// </summary>
  N8 b9 g) L; O* W! f) ?1 S8 A protected float currentJumpVelocity;
- [. l8 X' F; Z$ K+ N; a! q" E5 q! b- y: T
/// <summary>
3 T. ^2 J7 U0 G+ f5 k- L+ M  s /// 角色当前状态
; w( B* X" K( F- \' M /// </summary>
) V- g2 u! r) h$ t protected string roleActionEnum;
6 d3 S5 t+ Q4 x' e6 R7 H
+ e$ ^/ y7 O! G4 i0 G /// <summary>) Q- v4 G% n8 x+ n, [; E/ ]
/// Q、E 移动向量
; d( \! N. o" U" K) L8 s  i /// </summary>
& ]$ D) e# n" Q4 p9 ` protected float horizontalQEDirection;, u9 @; v' M+ S; r
2 Y; ], n9 f- g) t) e" q
/// <summary>" ]0 L% y1 o0 E, _% r+ o3 Q8 ~
/// 水平方向向量% c  c, H& C* K9 K
/// </summary>
+ u# t: m# K3 Q' v9 H protected float horizontalDirection;
9 k9 q1 f# f) k0 |! _! E4 }' z9 [
- B& P9 T' X# V% q# { /// <summary>
. @. g, j/ t4 x) i( ~0 l* H8 d$ Y /// 垂直方向向量; o$ ]. N1 x$ _4 x2 Z7 i
/// </summary>  H/ {% G6 z* s0 `
protected float verticalDirection;
( \) }2 y+ N$ i9 r! H  i4 J5 q: k! V3 O
/// <summary>
; X" R6 k& j" C) y& s. u+ y /// 鼠标 X 属性
, U# Z4 p) i. {8 ]2 z  n" Z /// </summary>
. |0 o4 W% K* b6 p protected float mouseXDirection;
# L3 T; f+ y: _) J& b! w& S
5 A6 C2 s8 B6 Q6 M. n* a /// <summary>
( H: F6 |. e! q7 o /// 鼠标 Y 属性; G, J: e3 `3 r: ^
/// </summary>$ `; g& x2 `- _* e
protected float mouseYDirection;. X8 t+ K# G( [( K& [. D

8 `3 a* n: t# K; d0 Y- x7 I /// <summary>
) h, P3 Q: ^5 Z( e /// 鼠标滚轮属性
& ^" t9 d3 _! [7 U# F8 V /// </summary>
4 E/ d9 U8 P$ q8 ]3 {; w protected float mouseScrollWheelDirection;. I- e0 R  N% M% @

& J3 t( x. ^. q" }/ T1 n /// <summary>
7 {* Z1 F( p6 d: l7 V /// 水平移动数据
. N/ U- ?3 V! z. r /// </summary>, e/ y# h9 P1 }9 Q
protected float horizontalValue;
1 O; u, a. a. F6 [7 K  K' Z8 M) j4 m, P. T% v/ y5 ~
/// <summary># d/ x: v/ V8 P2 |2 l5 d
/// 垂直移动数据7 p4 P' a4 E$ G3 W! G
/// </summary>8 W1 V; Z+ c; }! ~4 c8 b/ O
protected float verticalValue;5 [9 ^# w3 {# w+ {, s5 `
2 v  s, o; S: t2 }6 K8 M& `
/// <summary>2 e+ `$ \2 ^+ i/ B( S
/// 跳起状态
( P  {( Y1 c; `/ @ /// </summary>: \, v! ]: ]+ C# q
protected bool jumpStatus;
/ F* C3 n+ d8 A
! J0 ~( O3 J1 A- r. ?: @4 A& g) U /// <summary>
- ^4 f% _* E, \% B /// 鼠标左键按下状态
5 P/ t  C8 q3 o- c /// </summary>
: ]/ }) ^4 K6 G/ z. l protected bool buttonDownLeftStatus;4 a6 o6 D6 Q* T( A6 S8 z- G
) L+ Q( @2 e8 i! J1 N% U1 J
/// <summary>
9 W1 Y2 r/ H3 a) f0 e0 { /// 鼠标左键弹起状态( G: ^! P' h6 d0 _( y
/// </summary>  C: S4 e% c( |1 J
protected bool buttonUpLeftStatus;
; g5 D* m3 O0 b; X1 X, K$ e9 T. d" D
. B6 w5 h- e7 F" d( }( ` /// <summary>
  q" ?& Z! f% v1 ^' q$ M /// 鼠标左键状态
- Q- A' R4 \5 I6 I /// </summary>
8 d8 N5 d7 D( l# P* Q8 H# q protected bool buttonLeftStatus;2 [, R) \) `5 i6 m; F# R
7 @& k* {- h0 h8 H! }( V0 l. U
/// <summary>
. c* i( N( p5 H# R. ?7 \) h /// 鼠标右键状态
1 {' f7 ~" x, r$ V! Z /// </summary>( U) O) p3 H/ h: H6 g
protected bool buttonRightStatus;
9 O- {( [+ \" u7 |3 d; F7 Q7 |! W  \7 W$ u2 v% z5 [
/// <summary>
5 _: X% a& Q% H# G' `: Y /// 左边 Shift 状态/ h  m: f$ j4 G$ h& u% ]- C
/// </summary>6 i2 Y+ O: f+ ]
protected bool shiftLeftStatus;. }, S/ v3 J1 M) `, m- P
; _6 A: J$ q9 I& i$ i) ~
/// <summary>' e' ]) K, p: q& n" I, i
/// 右边 Shift 状态% B9 u) u$ P8 \% W7 y6 n6 O% d
/// </summary>9 N$ c, p3 B* ~- Z8 ~* \
protected bool shiftRightStatus;
7 x" z6 c/ |% a
9 [. [3 W1 i7 J /// <summary>
7 U8 M& Q8 N2 P6 o1 y0 M /// 角色控制器; D5 S7 e. |4 ^, P, m! j3 }
/// </summary>
. B/ A5 |& Y) Q' _5 r* e8 { private CharacterController characterController;2 I3 N! S6 P8 t( _( r$ H4 n- Y

* ^8 N/ k/ W) ~ /// <summary>
6 r5 p  h4 Y6 G; v# Z9 A /// 动画
& B$ H6 t* T9 y /// </summary>
9 Y. l" X; }! D  T/ A( z6 `% [ private Animation animation;: [( I* A3 @" c2 h
: }. c" \+ ?+ X1 g
void Awake ()  b0 m% x  Q; ^" S9 m$ I
{# B. t" I- h' D) s& F
  if (this.cameraTransform == null && Camera.main != null) this.cameraTransform = Camera.main.transform;
7 w: Y8 A( L# m6 Z3 t  if (this.cameraTransform == null) return;
* H* q$ l7 r4 ^1 `1 s
% T% y' n; @* }7 ?( z  this.characterController = this.GetComponentInChildren<CharacterController> ();
8 L* _) T* Z( s3 p9 o  this.animation = this.GetComponentInChildren<Animation> ();
1 j) O& z( i# r3 T) \
4 V2 Z6 j: f( v  this.cameraTransform.parent = this.headTransform;% J$ v7 b. n' j' R# {
  this.cameraTransform.localPosition = Vector3.zero;0 N" A& @! x. y2 ]: z$ s# q
  
' D/ D6 h9 _" T% ?  this.cameraTransform.position = this.transform.position;
0 b. ^8 \) }( W$ h. F6 A' L
" T% B: ^4 O. e( [  this.verticalVelocity = 0f;
+ g7 ~0 h- a: m, M8 f/ U; A
; [( [. P# @. V  j( x$ r  this.animation.CrossFade (this.idleClip.name);
% z8 \- b, }$ J& t7 C5 M, d8 a0 B }
* i; g* [* i3 P  G( Z, S& d! ]) F5 p: A
/// <summary>& N, o! _; i. q
/// 初始化输入数据" D4 M5 g- X( H$ X: f* E) W
/// </summary>+ h/ c% f& a8 G5 |
protected virtual void InitInputData()
3 l: k) e: w% |& Y2 j3 Y; x; R {
; R4 B' p+ b; \- v, h- T  if (this.cameraTransform == null) return;
1 I; k) g1 y0 q; T% ?7 ?, s; ~  {, @! c% i3 I
  this.horizontalQEDirection = 0f;
0 q% `* ]1 O( p5 C; S, [* }  this.horizontalDirection = Input.GetAxisRaw ("Horizontal");8 g0 C' T( [0 B; S; U  F
  this.verticalDirection = Input.GetAxisRaw ("Vertical");
: [2 Z* Z, \3 ?# u; [  this.mouseXDirection = Input.GetAxis ("Mouse X") * this.mouseXAxis;9 R; [5 m8 o$ |: \) ?3 {- m
  this.mouseYDirection = Input.GetAxis ("Mouse Y") * this.mouseYAxis;) M. E$ x9 R. M3 I2 |
  this.mouseScrollWheelDirection = Input.GetAxis ("Mouse ScrollWheel");6 E. U, J$ T3 n& Q( ]* E* \: t
  this.buttonDownLeftStatus = Input.GetMouseButtonDown ((int)UMouseTypeEnum.LEFT);
- x/ W$ ~' j$ q9 W/ t+ W  this.buttonLeftStatus = Input.GetMouseButton ((int)UMouseTypeEnum.LEFT);; D4 I" b8 o( \  M4 q
  this.buttonRightStatus = Input.GetMouseButton ((int)UMouseTypeEnum.RIGHT);
$ u' q, R, g2 s: q! r1 W  this.buttonUpLeftStatus = Input.GetMouseButtonUp ((int)UMouseTypeEnum.LEFT);$ G; f* {7 \  C: M! r8 ^+ l4 c
  if (!buttonLeftStatus && Input.GetKey (KeyCode.Q)) this.horizontalQEDirection = -1f;) P' o" `3 A3 O' C) j
  if (!buttonLeftStatus && Input.GetKey (KeyCode.E)) this.horizontalQEDirection = 1f;
. c2 V: b3 ^% |% e" y2 ?  this.jumpStatus = Input.GetKey (KeyCode.Space);
/ ?; S, M' R) e  this.shiftLeftStatus = Input.GetKey (KeyCode.LeftShift);. u3 N6 h3 {+ g+ p# Q; |
  this.shiftRightStatus = Input.GetKey (KeyCode.RightShift);, D9 D6 M5 Y' ?+ e1 \0 S; w: m
}
( u) [8 h8 n' Q% m( n& I, E
- M1 }9 u0 L4 f( |5 v; N* h; W void Update()# i& m1 q/ K4 _3 a% [: }4 M# C! q
{" p# c8 j) F5 b" A  e2 @: }5 g
  if (this.cameraTransform == null) return;
2 I  X- T! ?' |* [$ f; j3 p+ N- \7 N* o; i/ o- D: w, _
  this.InitInputData ();0 L5 y: ]& N% v4 x
7 ]  \& N7 u2 c' [
  // 获取地面状态, w/ C' r3 x& W6 ]0 y" c1 H
  bool groundStatus = this.IsGrounded ();
0 |2 I9 l8 d% q" L( z
' y+ B3 L+ l& B7 k& S$ G  if (groundStatus && this.jumpStatus && !this.isJumping)
& V) v4 H3 Q# e7 b' c  {2 \& w( Z( \8 g  Y
   this.isJumping = true;
% @3 n6 ~% p- X7 j   this.verticalVelocity = this.jumpVelocity;- O1 c# x* C9 l7 q3 x
  }. T! e- K" l7 b, m& U9 C( [

& C$ D7 g  k$ W( v) g  if (this.isJumping && this.verticalVelocity >= 0f)
/ d/ l2 l8 K, V2 m6 t  {
& h8 z! S6 N5 O, m: A& r9 e9 X, K. e   this.verticalVelocity = Mathf.SmoothDamp(this.verticalVelocity, -this.dropVelocity, ref this.currentJumpVelocity, 0.15f);
# u* g! \+ {$ m: k$ U0 O  }. `: t+ r5 S0 k$ }* O8 k- ~' c3 E
  else# J  [4 X+ I. v: |! C) b# u
  {1 @' \( M$ F7 N: O% C
   this.isJumping = false;) Q& c& q3 _8 k1 A+ A* S
   this.verticalVelocity = -this.dropVelocity;
2 n: X; ?4 C, V  J$ R2 P# K  }
- C- E1 G* `8 B& p
7 t' \' W' s/ _0 G4 a& u/ H- F) O  // 如果按住滚轮   }- s0 T3 i  `' b, }
  if (this.mouseScrollWheelDirection != 0) # |6 i* J$ A% \4 ^* ?. _
  {
$ S& [, w/ P9 X9 ?+ j- g7 f   if (this.cameraDistance >= this.cameraZoomNear && this.cameraDistance <=
哈...今天心情不错,来游戏咖啡区签到了...
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 楼主| 发表于 2015-7-9 16:41:11 | 显示全部楼层
this.cameraZoomFar) # C+ a) [% t0 p
   { 6 a8 b/ F5 R; `# T
    this.cameraDistance -= this.mouseScrollWheelDirection * this.mouseWheelVelocity;
5 ]2 q% S% G& ?* Y, `  W   } - [# m3 I; N9 g- I: m0 g. Z3 j' K
   if (this.cameraDistance < this.cameraZoomNear)   x  Z" g( d% ]3 C8 t5 u4 }: e
   {
" q2 }$ P) ^$ F: p9 [% l& e% N3 {    this.cameraDistance = this.cameraZoomNear;
: c( L3 [6 ^% d! i   }
4 e+ {: M& d, A0 U   if (this.cameraDistance > this.cameraZoomFar) " w$ e# X' z: |* c' i
   {
, b4 Y2 @! p2 o0 G( q( w    this.cameraDistance = this.cameraZoomFar;
0 h( n' z0 \4 S7 b7 u% F   }
' ?( F1 p8 l3 ], e; E2 o! @# N   this.cameraDistance = Mathf.Max(0.01f, this.cameraDistance);5 v# j1 V7 ^' `, `: z4 V
  }
* h1 F5 G9 W' u4 N4 C7 e  // 如果鼠标左键按下状态
$ `, e$ W2 r6 ~2 u  if (this.buttonDownLeftStatus) 9 g! B2 @( Z9 L0 k
  {
) \2 f$ K8 {' g8 B/ B, y   this.prevMouseX = mouseX;
3 N+ l3 d& [6 b8 T   this.prevMouseY = mouseY;  W$ H' a4 K: q& R& o$ k
   this.prevForward = this.cameraTransform.TransformDirection(Vector3.forward);
+ T" q, |3 ^8 q$ e# i" K/ v  }
: {' J% ]8 w1 j$ M+ s9 P  // 如果按下鼠标左键或者按下鼠标右键3 c+ q6 S  {, O' [9 c& B& i+ W  q( d
  if (this.buttonLeftStatus || this.buttonRightStatus)
. M% x3 A* H/ ?5 |  {. }, E0 R0 I& U' K) x' C' x
   this.mouseX += this.mouseXDirection;
7 L1 }2 z2 @& [/ Z# R9 |. R0 u2 q, v   this.mouseY += this.mouseYDirection;
, ]- T5 C( S% j1 C+ L* ~& d2 ~  } 9 l3 k) F: B' Q) }7 Y
  else 4 _$ R# f8 l% w
  {
6 x8 d5 ^0 ]4 N  t) k  D   this.mouseX += 0f;6 i" I' Q& L! |- U, U9 S. p
   this.mouseY += 0f;, O! z& H: C6 S7 t$ D* G5 X4 T: b, a
  }
) v, v5 i6 Z( t5 R  // 如果鼠标左键松开7 m4 W' s, o) v' A! H
  if (this.buttonUpLeftStatus) 7 \. B9 a6 f+ ?2 U* r
  {4 e7 \  I  |1 U  ]" `! e0 C
   this.mouseX = this.prevMouseX;. h) {8 J; E  D$ i3 `& O  t
   this.mouseY = this.prevMouseY;9 @3 n3 r; C  R" v
  }% h& R% ~0 P7 J/ l
  // 如果按下了水平方向键,并且鼠标未按下,左右转换视角
* G8 ^+ u6 i) t' D0 W) j7 O4 T  if (this.horizontalDirection != 0f && (!this.buttonLeftStatus && !this.buttonRightStatus)) + L3 y; G& B' L9 i) q* ?3 T  K
  {
7 `0 @& D) N1 O7 Y! P) V   if (this.horizontalDirection > 0) 0 X0 u! Q( G* f0 G
   {6 F. u# @( c4 f% I) E: F
    this.mouseX = Mathf.SmoothDamp (this.mouseX, this.mouseX + 90f, ref this.mouseXVelocity, 0.2f);0 F5 N! p, o  F6 Z5 Y
   }
  r0 D9 K- m. \   else ; W; Y: n' u: `. W- R- {
   {7 Q+ j4 i" f2 U( j+ W- }
    this.mouseX = Mathf.SmoothDamp (this.mouseX, this.mouseX - 90f, ref this.mouseXVelocity, 0.2f);
+ K3 X8 [( q/ j6 t, j   }/ Q, E  J- t/ a6 }8 t1 [( q& s. Y$ H& f
  } 9 I9 h! v5 U  }
  // 如果按下了水平方向键,并且鼠标右键,左右移动
8 S9 O4 g0 j6 `8 R  else if(this.horizontalDirection != 0f && this.buttonRightStatus), i  N$ D: b2 O& p. y& T/ V
  {) Y) G4 R% t. G5 m" g+ F0 Z
   this.horizontalQEDirection = this.horizontalDirection;1 S9 J1 @! c* k
  }+ j6 \" X1 U, m- Q" |& G
8 U( U& c1 c. k+ g3 j0 K4 E' Q- c$ Q' y
  this.mouseY = Mathf.Clamp (this.mouseY, this.cameraClampMin, this.cameraClampMax);
7 G, n+ ]- W+ G  i" R2 |" W4 h7 u
+ N4 b' Z; y' `& T$ Q  Quaternion xQuaternion = Quaternion.AngleAxis (this.mouseX, Vector3.up);& e: _5 N5 I4 s
  Quaternion yQuaternion = Quaternion.AngleAxis (this.mouseY, Vector3.left);
0 e) r9 J- G" A! b. f' W' Z6 k9 u  // 当前旋转角度
% `7 N) M+ X- M9 y  this.prevQuaternion = xQuaternion * yQuaternion;; O7 G! s/ f3 l" q  Y& G% @4 }% S
  // 如果Q、E水平移动
1 {9 k$ o+ E2 ?* C7 @: H1 R9 C  if (this.horizontalQEDirection != 0)
6 s0 O* O: f4 m, X' V. B  {
0 h; z8 [( C. ~9 O  @   if (this.verticalDirection != 0f)
/ M& e# R4 o" E   {
5 F5 b: F6 f6 q! P    // 如果水平轴大于零,比如按下了 D 键) c- ]% r4 k9 L8 O; O% L* E# \$ Y
    if(this.horizontalQEDirection > 0)
5 O# y3 `( H% p: C7 P    {, S: A& h- j- K2 `. j, z# X; O
     xQuaternion = Quaternion.AngleAxis(this.mouseX + this.offsetAngle * 0.5f, Vector3.up);
0 `6 r$ w8 U& f; H9 r/ w    }
6 A. H9 X, M) P4 c1 G+ R" k    else // 如果水平轴小于零,比如按下了 A 键
* t; U* G9 V3 D( e0 u0 L' A    {. X) n5 g2 Q) D! q5 t; L( N. m
     xQuaternion = Quaternion.AngleAxis(this.mouseX - this.offsetAngle * 0.5f, Vector3.up);
$ \) V/ s3 m6 }6 [. r; `; s    }
- o3 Y- P/ |% ~3 t   }" b3 v# T8 U7 n9 Y
   else
* r: k  w3 h% N3 T# U1 Q# O& T   {1 J7 h; L7 T' @' P" A; R
    // 如果水平轴大于零,比如按下了 D 键
; x$ }* K# P, ], {# D; q    if(this.horizontalQEDirection > 0)
! y6 i* \3 C+ }  Y2 M$ W    {
5 O6 o/ k  Y/ Y. W' s& Z     xQuaternion = Quaternion.AngleAxis(this.mouseX + this.offsetAngle, Vector3.up);
) H' X7 _3 c3 p- T, G0 @* t    }. E3 P  }6 O8 r0 H! {
    else // 如果水平轴小于零,比如按下了 A 键7 l( S$ o7 }+ [* r/ W9 T. {
    {
# {: i# j$ v# y     xQuaternion = Quaternion.AngleAxis(this.mouseX - this.offsetAngle, Vector3.up);3 I$ p0 \& o3 w
    }5 ~* u' o0 Z6 t+ x- a
   }+ e" Z' [" P8 {1 F- b+ x) z
  }
: E6 t! {6 C) m# Y  if (!this.buttonLeftStatus)
$ Y% U( f$ B6 q' T; x  {8 I1 X/ T! c/ O$ i( }
   this.transform.rotation = xQuaternion;
2 o! T8 y) J1 h5 Y  }: ^5 ^; {. d/ d$ a, L
  // 摄像机对象的偏离位置,相对于角色头部位置6 X2 U+ P" @! U" I
  this.cameraTransform.localPosition = new Vector3 (0f, 0f, this.headTransform.transform.localPosition.z - this.cameraDistance);
1 M/ C$ S8 ]% v: z7 C/ g* [  // 如果按住了 Shift 键! A# f! v) j' n8 z
  if (this.shiftLeftStatus || this.shiftRightStatus)
* W. ^  b$ h0 J* J+ c/ H& J  {- {# E8 R3 F. q9 q- C
   this.speed = this.walkSpeed;
8 p3 N; ^$ k) F, {! v& J   this.roleActionEnum = URoleActionEnum.WALK;
( P6 [3 ?: [3 l' M. M  } else {
; i1 d; U* f) [. J   this.speed = this.runSpeed;
9 E, X9 I  G* k9 V, J8 F   this.roleActionEnum = URoleActionEnum.RUN;; l1 b" X3 b# R% v* P; w
  }
3 z/ }/ _3 v/ d  ' _5 o8 F* D' |0 q/ H1 h% p& |
  if (verticalDirection < 0f) 9 w- I. Q7 m# s+ P
  {
' W. {3 A& n  C0 T* k   this.speed = this.retreatSpeed;/ _8 \- J4 l. ?+ g9 x2 w* o
   this.roleActionEnum = URoleActionEnum.RETREAT;
5 D# Q4 ]8 ~. v( `/ K0 O; c  }  y( M# p. [! {
    g- Y, G/ @2 z4 ~) J0 }
  this.horizontalValue = this.horizontalQEDirection * this.speed * Time.deltaTime;* f$ _, t( p9 P- y. ~
  this.verticalValue = this.verticalDirection * this.speed * Time.deltaTime;' z. S( P) |* k4 I' L1 ^
  // 如果在跳起状态
% F" v- T6 b7 w  if (this.isJumping) this.roleActionEnum = URoleActionEnum.JUMP;1 w' n% _+ S$ W0 k, E/ ~! P
  
( y5 U. g6 H/ E0 ]6 `" W/ y& A  if (this.horizontalQEDirection == 0f && this.horizontalDirection == 0f && this.verticalValue == 0f && !this.isJumping) this.roleActionEnum = URoleActionEnum.IDLE;
8 b9 f( J6 b$ ^5 V& Q% U8 ?, J  6 A$ B* T4 k. s- ?  c
  Vector3 forward = this.cameraTransform.TransformDirection (Vector3.forward);- Q) O* U) t3 Z1 x+ W7 }
  if (this.buttonLeftStatus) forward = this.prevForward;
& `" E* h2 W) w6 x: x* k6 X; h; Z9 _
  forward.y = 0;
$ E" V$ I- q" }  forward = forward.normalized;, h) l- k- o! y& n  m0 k1 I9 H
  
, u# P! J0 g' a) N. @  Vector3 right = new Vector3 (forward.z, 0, -forward.x);
2 j, z- D! S- |8 v# z2 M6 X0 v' H0 q/ x  // 设置移动向量+ T7 Q3 r( m# ]" D5 L7 o) u5 z
  this.moveDirection = this.horizontalValue * right + this.verticalValue * forward + new Vector3 (0, this.verticalVelocity * Time.deltaTime, 0);$ X0 _3 W  h$ d0 y# z% F
  # c+ D2 R( p# U+ F
  // 设置对象状态动画5 K- ~4 l& P1 E5 c+ U  A
  this.ChangeAction (this.roleActionEnum);( C( _& |$ |) F1 P% x( E
  ! H# [6 m: s6 n7 t9 ?! \0 I
  this.characterController.Move (this.moveDirection);/ t+ ~! q4 x" `: W$ d0 S
}
, L0 A0 X$ l! R7 b; Y: X# [+ m/ ~3 A
private void ChangeAction(string roleActionEnum)5 d. T$ `' f6 o! z; o
{( v* P8 r; `% ^: l6 |
  if(roleActionEnum == URoleActionEnum.IDLE)
* _* t. e4 b, O4 ^3 ?. a: |. O# Q  {
# J2 J+ e6 o: \- I" v+ W" W   this.animation.CrossFade(this.idleClip.name);
% y* H$ {. T0 [( j, w8 }  }7 ~: i. i4 e6 D8 J7 K
  else if(roleActionEnum == URoleActionEnum.WALK)! k% z  D( m. v" q
  {6 Z4 e. W5 @4 W5 n% R; z' C, r
   this.animation.CrossFade(this.walkClip.name);  E% f0 T. o" h1 h
  }
1 b1 n" R/ H% _  C. p. Y  else if(roleActionEnum == URoleActionEnum.RUN)5 H. v3 B' C# y, w# S4 e
  {0 Q. z0 B! T" i) ?" Y
   this.animation.CrossFade(this.runClip.name);4 z# Y1 K7 n, B8 I
  }
( z+ r$ f8 i* i  else if(roleActionEnum == URoleActionEnum.JUMP)
* j2 T9 x' Y1 G( I! O5 E; N4 w  {& }) d: x: A0 F: e  i/ B
   this.animation.CrossFade(this.jumpClip.name);; p; V# W! Q4 T+ S7 k  M
  }
! F( R/ {. m+ r! t* h  else if(roleActionEnum == URoleActionEnum.RETREAT)
, W% r8 j+ e# \/ i1 \9 M  {; u2 ?0 ?( Q. }
   this.animation.CrossFade(this.retreatClip.name);8 y- w8 y% C7 L) y4 j
  }9 O3 i; L) D) K2 g# u. l1 p1 ?
}1 f0 q2 ]( f) {- O! \
2 o) |. |  o! |/ Q1 Y/ H2 k
void LateUpdate ()
6 f6 G; r; |) G! O7 P( a0 b {
3 i( M: j' {  }) c: U  if (this.cameraTransform == null) return;: Q5 f" l6 o2 q4 V/ V: p" l

! Q! G' L4 F' p* [  // 设置头部旋转
6 V! `2 j: r' a" Z  p% n2 z  this.headTransform.rotation = this.prevQuaternion;& ^5 {; y/ n, U8 i$ o
  // 下面代码保证视角内没有透视区域
5 J0 N- q7 ]9 H7 \. M7 r  RaycastHit hitCamera = new RaycastHit ();
1 ~, X3 n: y& S! h% M8 F  RaycastHit[] hits = Physics.SphereCastAll (this.headTransform.position, 0.3f * 0.5f, -this.cameraTransform.forward, this.cameraDistance);
# ]; d5 A- |$ O6 K0 o1 q6 p  hitCamera.distance = Mathf.Infinity;
7 l- k5 i5 \7 r- [" @8 Q* C  foreach (RaycastHit hit in hits) 4 G% E' Z$ z! R: @" U+ h. s
  {
8 F' z0 {0 _0 p" ^& o. o   //判断是否是地形
1 h* j! m, e- f: j; }  E   Terrain terrain = hit.transform.GetComponent<Terrain>();5 V0 s* u4 r4 ^% B+ `: |" G
   if (hit.distance < hitCamera.distance && hit.transform != this.transform.transform && terrain != null)
; L# c6 s4 u. I9 l1 w9 j; X   {" \+ D. x2 q* x
    bool found = false;
, r9 ^& G) t. s* m; L1 t: a    if (this.transform.transform.childCount > 0)
$ D9 b  ]  }% Z. y2 A    {, ^4 O; p. F) W7 r
     foreach (Transform childTransform in this.transform) - m) j& {' `8 k9 n
     {
! x% i! r( n2 v' `$ @! N4 G! `      if (hit.transform == childTransform)
$ w2 W% ^# n! E2 A$ ^      {1 E7 Z8 l' u# ~$ f, t
       found = true;
7 x- M4 X  S' H       break;+ n* z0 G* x, M8 q
      }# R; E" I; W4 p
     }
; J0 C0 `& `* }. {8 ^# s    }7 f. H& n" C* n3 j" ?2 o/ z
    if (!found) hitCamera = hit;
3 s0 X1 I! `* H9 t. m- H" g   }) W; w0 H& n6 ~1 E* Z
  }
9 _( u3 i. n6 P' h7 \6 b" t  }  if (hitCamera.distance != Mathf.Infinity) + f2 S8 P, F0 O2 O( T3 v
  {
8 ]3 W+ ~# x5 \+ K  O. v/ j3 q, X   this.cameraDistance -= this.cameraReviseDistance;
2 E" \  }! A3 g  }+ o% m0 |. R, C' B) f6 Q
}7 o) ]+ G9 g- c% k

# t# I# P* g' M) Y; b: [ protected virtual bool IsGrounded () 9 y$ N2 u6 l$ i& J# x$ E8 O
{$ E: P* W' T* ?/ A4 i) |
  return (this.characterController.collisionFlags == CollisionFlags.CollidedBelow);2 O: H7 v1 Y( w, U6 w2 P
}9 Y. T% w- P  a  K& q  w* g
}UMouseTypeEnum.cs 代码如下:using UnityEngine;! b6 D; A# P8 s% q
using System.Collections;/ \6 D$ j* u- k% H" m+ y

% z/ x9 M$ M, Z, _5 L% T. bpublic enum UMouseTypeEnum! a; E; ]6 `# b1 g) Y9 U9 L
{1 F! w% h; v5 i: j& ]  P4 R
LEFT = 0,
" }# |) F! f( B( r3 l& L3 ?- h RIGHT = 1
- Q. d) h. I) s" c9 T/ c}URoleActionEnum.cs 代码如下:using UnityEngine;
$ z, k$ q& n$ j' C2 w" S: y, \using System.Collections;( M; X% o  p& P! m: J) r) H2 ^( w
# }2 g# I& s3 G+ h$ ^# i- ^& `
public class URoleActionEnum* v) t$ h. P5 e
{2 }. z+ z4 a; f" n: M
public const string IDLE = "idle";: M& w' O7 `2 i) k, ]9 @2 i
/ \( c# x2 g8 `) s8 v
public const string WALK = "walk";2 y8 k6 r- R9 _3 ~/ V# }/ V

: [. E" ~5 M' Z, D public const string RUN = "run";
5 Y& R$ p% k3 D* W* G. u# F! m" o) @9 q! p; S% }
public const string RETREAT = "retreat";
+ c- ]# Q/ U0 U  u* k: V# V8 S3 x. g4 y5 Z# h  M$ a1 Q9 _4 W
public const string JUMP = "jump";3 \  `' I& T; j% k- O6 }

2 X6 E. S+ U% N: E public const string ATTACK = "attack";
7 r" }/ r' H' ^: f" J* w. J5 r; E+ A( r" G* j- C: l
public const string MAGIC = "magic";
2 q8 K/ Q/ e+ q' v  k/ s
  R/ ^& E! Q: u) U1 z( v public const string DIE = "die";' H: F+ x& ^. _! x
}
- N# ~- y5 O" ~/ h$ ~! z: c   然后给角色对象挂载 CharacterController 组件 和 UPlayerController.cs,如图:& W  I% J3 \5 I/ m: @* w
    20141205110909_6250_new.jpg : ~& n; ]% U% m! z; {
   运行游戏,我们就可以灵活的控制角色在场景中移动、旋转了!
哈...今天心情不错,来游戏咖啡区签到了...
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发表于 2015-7-9 22:09:58 | 显示全部楼层
网站的东西不错 我大力支持~~顶顶
哎...今天够累的,签到来了游戏源码下载...
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发表于 2015-7-15 20:13:42 | 显示全部楼层
這教學好 先頂了再慢慢看 收下了
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发表于 2015-8-4 14:09:19 | 显示全部楼层
学习了~~~~~~~~~~~~~~~。。。。。。。。。。。。。。。。。。。。。。。。。
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发表于 2017-7-7 22:46:06 | 显示全部楼层
dong2008hong 发表于 2015-7-9 16:41& z; r  b& W. V' A1 a0 G  i1 |$ c7 G
this.cameraZoomFar) " V& E/ S9 y8 I% R# P
   {
1 `$ w( `" g- }; h5 G    this.cameraDistance -= this.mouseScrollWheelDirection * this.mouseWhe ...
, R# ~6 `5 g1 r; m$ e4 i* ?2 v
楼主,,为什么我按你的方式在人物头上弄了一个空物体,然后给主摄像机拉成他的子物体,但是一开始运行,摄像机就掉到低下去了,为什么
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看起来很不错,谢谢楼主分享!!!
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