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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。9 T$ x# ]  [6 U% P- g
   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:) U, w' s3 a: d
    20141205110710_2812_new.jpg 8 J0 f/ Q# G. @! Q
   新建一个测试场景,要保证场景中有一个角色对象,如图:* M8 W1 m' l/ ^3 c3 D, \
    20141205110728_5937_new.jpg
, X& E! p( A, ]  i8 V( ~   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:
$ f9 B  |9 t1 `& z4 S3 k0 c    20141205110746_7187_new.jpg ) @- F3 P6 P3 a' X
   第三人称角色控制器主要的类有 UPlayerController.cs,代码如下:using UnityEngine;$ x7 x4 ~# p! k0 y
using System.Collections;5 g- h  `3 L/ L5 s5 y& q

2 A7 Y$ O+ e6 B, U0 Cpublic class UPlayerController : MonoBehaviour
: V0 g; ]; S; |{
. R8 N) U8 _1 h9 f /// <summary>* f9 I5 X# x7 R* Q5 y+ [( V: B
/// 待机动画) I2 h) a8 F# A- i# ?6 F, d$ ^
/// </summary>
7 g, e2 N6 k+ u0 L; D: X public AnimationClip idleClip;
+ n2 t1 `6 ~( p' k2 S& g& R$ c; f9 s+ s
/// <summary>2 t2 d( S; d/ E' N
/// 行走动画1 A7 @/ W" j& I
/// </summary>' \& |& u; J# B% c$ Z) P
public AnimationClip walkClip;
& Z$ w: m! ?: O) I0 o9 z3 C0 j+ S; V. B! o
/// <summary>7 _) H: x1 _: M% w/ `3 v
/// 跑步动画
, j# a! m/ q5 l  {; L2 q- O /// </summary>
. `3 h/ `: z' L7 E$ h public AnimationClip runClip;" z: ^9 \# g' ]) |; ]: C/ ?
/ i$ k' c) w- f( R" s
/// <summary>/ ]* `7 V) H0 T6 E3 D( i! D4 D% E; D
/// 跳跃动画$ `5 B% O$ O$ y- z* B
/// </summary>
6 u% L+ A( I, x9 [6 Y$ w# t public AnimationClip jumpClip;. a, J+ o* j% M# B0 u" E9 T) b
# E% n! z3 P6 D/ a6 m( s
/// <summary>" e; t5 p. x. E
/// 后退动画; C/ a1 l6 A# F3 A- f
/// </summary>: T% p8 l$ _+ \" D6 x% F
public AnimationClip retreatClip;
) ?  u( I' Y0 H6 _! ^1 P+ _8 ]
: Y: _4 }+ D' q( D. p /// <summary>
4 Y' M+ K  I8 Z1 _# H /// 跑步移动速度4 l9 v3 d2 I) ~: p6 y* B. ?- h
/// </summary># N  V2 `7 [* A+ B4 x+ U$ r% @0 s% Y
public float runSpeed = 6.0f;
" _' ]4 X1 v* i. ^$ R
3 @# `. h! W, \% E; h /// <summary>
. w. L: N$ [* [9 w% F8 @0 w1 @ /// 行走移动速度' N- A, j7 R- e
/// </summary>; {' x6 r+ G; v, M( K" t1 f
public float walkSpeed = 3.0f;8 [1 `) ^. I$ o$ M/ e$ m' P8 n7 g/ v

  w1 |8 H% L& \8 c4 ^$ A4 A /// <summary>
+ _5 N/ L% h8 n) m5 f /// 后退移动速度2 B. {; `0 G/ T
/// </summary>
* ~$ c! ~- G! M9 k# Z. Q public float retreatSpeed = 2.0f;
0 o3 ^9 {6 U. F! Y1 w1 ?   d7 E& [; O" O- T
/// <summary>) {( b6 _$ x! F8 {' W5 R; W: C
/// 移动速度
+ P1 i6 k$ P* x* t6 `, C+ m! v /// </summary>
' H- W( |/ N6 C: e public float speed = 0f;
5 v: ]8 D8 ]4 g  Z6 A: P# N' m5 k/ _9 B( E  M
/// <summary>
6 R8 `5 ?& \1 W6 o /// 摄像机对象
1 C$ }) X, u6 ?  W' b /// </summary>6 e) J! p. n: u; v( M8 N1 t
public Transform cameraTransform;
  b  ]( {, x- r8 d$ F* u; M& [- N0 M; U; m6 o' d) m
/// <summary>
7 z5 m5 F% Q  G /// 角度头部对象
0 \% D! I+ x" n3 _- b. l8 Q6 E /// </summary>
# H7 m$ H/ x! B2 R! k6 n public Transform headTransform;
9 o. C' ?& [; \$ C0 X4 |, ]- r* x$ K7 \) L* t' h4 E
/// <summary>1 _! S6 O5 F2 w. x) \' Y) b8 p
/// 摄像机偏离距离+ B( U2 H' w" M7 O( G" D0 }& g
/// </summary>/ }4 k9 @. S! J1 P; \& _  J6 m
public float cameraDistance = 5f;
1 K! j* b6 a' V( d
7 N" U! }5 E" p# l+ R& O$ K /// <summary>
1 o' B. ~8 c# k0 |) Y) d /// 摄像机最近视角2 q3 E7 h: J* y4 K, n
/// </summary>* d6 B/ |* K) |5 x+ a$ f
public float cameraZoomNear = 0.01f;, [3 Z; y1 w9 l+ \" O

' |3 r/ m% P% E6 | /// <summary>
0 D. T! r2 v4 ]1 J6 R /// 摄像机最远视角( L% z  h$ ~$ W! o0 G
/// </summary>, |2 {# A1 k* I; q/ u5 [8 C$ m
public float cameraZoomFar = 30.0f;& @' S, L" I: {' q" ~

2 h" I1 l0 N( _6 l  C9 c2 x4 _ /// <summary>3 y5 u: V& b5 U. s! ^% z
/// 鼠标移动 X 坐标轴. q5 E5 E4 N& Y1 ?( ?3 `& b
/// </summary>
) T! j/ r! d2 Q$ T" a  ] public float mouseXAxis = 15.0f;  a' |% f! Y. j# t& e
( Y3 F: s% k" c% x! a
/// <summary>/ x( E, m9 O+ h- N% }7 }. v4 ?
/// 鼠标移动 Y 坐标轴
2 |  l& t$ c0 J /// </summary>
1 c* U# V) T; \. N! p) C public float mouseYAxis = 15.0f;* }+ _: A, y! J
' ]7 k9 J# [) y0 ~# O' {1 P
/// <summary>+ @9 c' H* Q) r5 ^% ]: z& L
/// 鼠标滚轮速率
: {* D6 K! `' r' U& ^ /// </summary>
( C; Y" g, L8 J9 z7 S) m1 D7 e& y* X public float mouseWheelVelocity = 3.0f;
+ G" G- B9 _) ]! d
6 E0 c0 Y' X* H2 ^ /// <summary>
* o5 I: O! j' W8 Z /// 跳起速率3 S: n, V% F& E8 ]- x! I5 ?
/// </summary>- K+ b# j7 v) v- Q$ v6 d, d
public float jumpVelocity = 15f;
5 v; x2 J- H6 t3 G0 m9 p8 `; B' R% }# ~; }
/// <summary>' Y( r. b3 ]" u3 ]' }" j" y4 j
/// 下落速率; q. h5 A+ k7 s. `+ L9 Q
/// </summary>" z3 D! E; `1 r3 c
public float dropVelocity = 10f;4 \/ t3 C2 ]; k  y5 I) N
7 m# D- V) s' I, {7 Z4 E) i
/// <summary>
8 Y0 q6 _9 h; K) y /// 摄像机位置修正
: n& q5 D6 ~* c, T /// </summary>4 E3 w% t/ S) _3 b+ W9 Y
public float cameraReviseDistance = 1.0f;# u8 B" w2 e& p  X

2 z" g0 Q2 U: e+ t3 [4 j /// <summary>
" g$ S3 E# S) Y# |$ v$ G& J; E8 g9 @ /// 最小位置: x0 n* h  K. |: j  T: ]
/// </summary>5 U6 o: [; S' I+ U. x" G3 s" H+ ?
public float cameraClampMin = -70f;
  T0 S2 X$ D6 r# D6 h' X! H' I. b3 G0 R4 D5 A( g: q+ M/ }
/// <summary>
* G. n+ I# b9 T) e /// 最大位置
6 Y" W9 Y" E, o7 N8 _. Q /// </summary>
: O3 h( P) o  ]: P' D1 ]# w( S public float cameraClampMax = 90f;
# w* O% l& [5 D& |6 u: u1 X' ^" J1 B$ F! d7 q
/// <summary>' Q. B2 Y  R$ Q9 Y
/// 偏移角度  H9 L4 I' e; \& g5 v: I% j
/// </summary>
) }: g4 }0 b: Y9 N public float offsetAngle = 90f;
5 B- Q4 N! a* t/ V  W6 R7 S- Y+ G, H
/ i; `( j) k! d, K /// <summary>; Q- v: C! i+ V- c& H! A/ W
/// 移动向量,通过计算得来% n- d& x- j6 ?
/// </summary>% U4 z, p8 e+ v& L1 q
protected Vector3 moveDirection;
  F$ M7 k$ K' h- W) M6 e' u4 M% \  J4 K) {' x* a
/// <summary>0 K: l8 N' R6 h, J0 x# B) i0 Q
/// 垂直速率
* F5 z3 O& h1 h$ Y/ ]" R /// </summary>
" i" P- X/ Z) W0 Y protected float verticalVelocity;( D; X( @4 P$ ]: h& {

7 \+ q2 I0 m) v% G /// <summary>/ g! Q7 p! `6 w$ s3 Y$ M/ I7 x( |8 L1 Y
/// 屏幕鼠标 X 坐标- E/ A8 x1 P; i6 Q+ _) b& k  p
/// </summary>+ r; f, K0 A, m
protected float mouseX;/ x( b/ y# e/ b/ U# N7 G! c

& \. B6 |; s4 M. x /// <summary>2 R1 y, c3 Q+ G" C6 ]" I0 w; R
/// 屏幕鼠标 Y 坐标0 @0 p& R, e2 y& z3 V$ M0 j
/// </summary># H2 A2 M5 }5 P5 Z4 R; w
protected float mouseY;
/ i7 R: E( u4 Y7 ~. X6 A4 s/ t  `. U8 y
/// <summary>* |' J( k1 c7 ^% y7 w. H* s
/// 前一次鼠标 X 坐标
* w0 x7 b' D+ y$ n. ` /// </summary># k3 _) j5 m+ T4 x3 i. N8 U
protected float prevMouseX;$ I0 F) b5 o/ b. u% @

1 r/ I' I* e1 ~* Z /// <summary>% \( N7 U! c" i' q4 \! u5 v* i" b
/// 前一次鼠标 Y 坐标' _- |  a6 Z. P4 Q" I
/// </summary>
6 b3 w; i6 W, s7 h' K; g protected float prevMouseY;
5 D" ]* U: j* H' I3 U, C4 X  x7 r" U# H, K1 D# D; d
/// <summary>) T& N) l7 w. w' {# z8 `: }# X
/// 前一次旋转
4 `" C8 e/ j7 I" z  D/ |: k /// </summary>5 e. J. h6 L' Z3 w  d
protected Quaternion prevQuaternion;
, S2 e, o  m& r9 b2 N" f0 [$ q* k5 w( m
/// <summary>4 z+ M& ^9 ~' c# U4 K2 A- z; v+ p
/// 前一次朝向2 y0 P. D8 x! d5 Q/ g# s( J
/// </summary>) M( J# }  y8 k+ J4 i5 }  a
protected Vector3 prevForward;- D' F$ v1 e3 |( i! @

# w+ x# ~9 p, X# @# d /// <summary>
2 X* t, v' ]& P% K% E8 V /// 是否正在起跳
7 z# z& [1 x4 {/ G" m /// </summary>
% L$ }+ ?  P5 R% ? protected bool isJumping;3 a8 N' e6 c# z! z
8 d+ U% ^1 N, Y0 d9 n& }+ z, C
/// <summary>
! H. Q$ c' V; }2 p5 b" H) [ /// 插值转向变量
+ F1 D" T8 |! S: u /// </summary>9 `+ w9 j" O: f
protected float mouseXVelocity;5 P9 |" v; M6 h% x% _, s

4 D3 U6 F3 V5 D /// <summary>
. g4 U" n' S- X2 T# n /// 插值跳起变量
& {% m8 l9 U# [( a( T) l: | /// </summary>
: W' n1 }8 Z2 y8 U3 m protected float currentJumpVelocity;
4 |7 `( W4 h4 E% s3 {) Z* \& H5 V5 z3 k
/// <summary>) Y8 i  d& U% q5 f- a% c
/// 角色当前状态. |5 t1 `* H- Z& P' t& _7 c8 U, j4 d
/// </summary>
0 t. I7 N  G" |  ^" g protected string roleActionEnum;
, h8 |3 ]0 h& d  I
& ?2 g. _& r7 E; M /// <summary>: t8 f  c! ?+ G' f
/// Q、E 移动向量
2 [+ H& Y- l( l/ o  @. u# @/ _/ K' B /// </summary>7 @% \; o9 q* x* u' j( Z1 M1 K3 Q
protected float horizontalQEDirection;4 w' `; I) G) F  a1 m3 p
. s8 @  z, k3 N- y$ N0 s2 ]
/// <summary>' }2 S  Q4 O# T
/// 水平方向向量# t+ m# s; [% a" o$ R: @
/// </summary>+ k2 \" [: D9 }0 ?+ n3 h5 p5 s& |
protected float horizontalDirection;
* L( S1 N6 {( Q( M2 o; P: e& L( N. v, W, [# [% i- e
/// <summary>
2 f# }- J9 z- i2 a- n /// 垂直方向向量. W0 K6 z/ G. H7 A: [2 N8 l; D
/// </summary>
1 d) l4 ^7 D& m8 D! V protected float verticalDirection;/ _, L  F( \) F" H1 L3 ]8 U

! T) F* m9 `, {. ~( [! l /// <summary>
- I, P  }8 Z; J( ?/ V /// 鼠标 X 属性
, \1 i2 R, A% b' T /// </summary>/ J; m: z% |& U
protected float mouseXDirection;
9 t: y/ l  i' R4 M1 Q) p' j/ F% W' y; ]( l: ?
/// <summary>* E3 S6 z% A" _6 X& m
/// 鼠标 Y 属性
/ q: `  t" V3 z# n0 Q /// </summary>
) s2 l' x$ e0 l, t; l0 z& f. f protected float mouseYDirection;
5 V8 w2 k/ I% I$ w; X+ g+ @; }
) J1 T8 F, U. _# b1 g  h4 m /// <summary>
  E- b8 N9 P' d$ ~) E5 v /// 鼠标滚轮属性
0 K0 ?, g# B7 o9 s5 j /// </summary>
% Z5 W6 W& N( a# x9 Z protected float mouseScrollWheelDirection;
& W6 u: ~1 P2 s% f
" r# u- J# Z0 I' g2 G0 ` /// <summary>: k+ M% e, Y; N8 v1 S: E0 H
/// 水平移动数据& k% a  _- I# z, Q/ l# v
/// </summary>
9 [1 `: p2 ~0 c4 l# }6 \ protected float horizontalValue;
9 Z3 M, w7 T, ?' O
1 |- y' f- `& Z; @% \2 T6 X /// <summary>
9 }( D& S" \9 @8 B$ Z /// 垂直移动数据0 e/ D0 H0 `- h' b4 U. T+ n
/// </summary>6 o# R; H( w: V! H
protected float verticalValue;  d7 Q4 @+ _) F( q& a
# T+ R9 H. t! L$ v$ d
/// <summary>
2 y# C8 p3 H' J  ]! ` /// 跳起状态
+ E; y6 a; c; Y3 @+ c /// </summary>
  ^. m% [4 S' C8 B protected bool jumpStatus;  j/ `, J& |/ t$ O' P% i% V
3 }6 O8 U: v: u. }! D0 D2 Y5 N! T
/// <summary>
* ?4 ^+ `0 |7 m% g$ G! I9 h: u /// 鼠标左键按下状态
$ K: B# G/ V3 W. n  H* B /// </summary>6 ^6 A% d! D; A" n7 }1 G* w
protected bool buttonDownLeftStatus;
4 C1 ^5 w7 L" y( a
  x- \- }8 N$ U /// <summary>
/ J0 Q$ I% C; T9 f /// 鼠标左键弹起状态+ X1 L  A, k' U) R: Y" h: q9 I
/// </summary>
' C% k3 z+ ]) ^' y) v! X, a( H% A protected bool buttonUpLeftStatus;& u5 U( M# m& F8 U8 i
) W3 F  }+ O1 P) U
/// <summary>+ s6 ?. b& U9 v5 E& j$ h  E% u
/// 鼠标左键状态6 s8 |( K- d& U6 N5 Z9 F5 N: k, M; E
/// </summary>
& C6 Y2 C* @7 \" z8 O- i* V protected bool buttonLeftStatus;
2 V+ b" j+ v5 f. \) L! a( Y! w0 Q. }% _
/// <summary>
& B- A2 k' p1 r; V7 D+ b /// 鼠标右键状态5 W3 w9 l  J2 z
/// </summary>- c* b, x' O3 F) k! ^' l! R
protected bool buttonRightStatus;
0 L2 z8 {  }) M7 V. q* |% m+ f" {7 M5 `% S6 l2 w
/// <summary>5 A- {# O" m4 t# B+ y" j9 w
/// 左边 Shift 状态
7 L7 U/ C" O3 ?( y+ D /// </summary>& Q0 Q$ K! j/ s& d
protected bool shiftLeftStatus;# f+ f) q, e, I4 G
; _6 M" i5 {. n
/// <summary>  m7 w/ p$ S. D7 K) I* M$ B4 w* i
/// 右边 Shift 状态
5 W1 _7 I9 o# X2 O- i7 g /// </summary>/ L& A9 {2 k# l
protected bool shiftRightStatus;4 V: y6 i# n1 M& j
/ u/ K8 N9 m" X' x
/// <summary>
, ~  W) G8 f7 j2 Y+ [: \ /// 角色控制器. \' f2 w, q# ?$ z1 J
/// </summary>0 B( G! O' B* {  M8 l! z
private CharacterController characterController;
  v2 d5 m- j- j& c; A+ ]
$ p9 n2 B3 d* f6 Y" M, c1 S /// <summary>5 r" f$ S+ w- b& w1 m( r2 R* ?8 T
/// 动画' s3 V' p+ O7 H/ m' F3 H. T
/// </summary>6 M& x( B( h& c% y) t0 a
private Animation animation;
9 p( N* @+ v) x; x9 s# A/ E) E" v
. y) P* g: w: R void Awake ()! p# U5 u  s8 e# J
{
3 ^% j1 B, F4 P) p0 ?  if (this.cameraTransform == null && Camera.main != null) this.cameraTransform = Camera.main.transform;
6 O( M9 P4 u& Y$ |4 B4 ^  if (this.cameraTransform == null) return;$ q, W  P$ r4 A" ^/ r0 V: D

6 R4 O( {( I4 z( s" Y: s  this.characterController = this.GetComponentInChildren<CharacterController> ();% P7 }, v2 K3 v. t
  this.animation = this.GetComponentInChildren<Animation> ();: m' r3 j2 g5 f. \: A9 Z# D

* t% S6 {  u- [" C  this.cameraTransform.parent = this.headTransform;4 E' G9 Y1 I# H: J$ }( D
  this.cameraTransform.localPosition = Vector3.zero;/ }& H/ B' N  Z7 {* ^2 P
  
8 n# s% R; V" ^2 R  this.cameraTransform.position = this.transform.position;
9 T# z5 K2 d$ b7 K& i; [* r7 t0 e1 T
  this.verticalVelocity = 0f;
# ]" i) `4 c; V& X6 U7 W2 `! `3 k' T* N* o
  this.animation.CrossFade (this.idleClip.name);
' F+ j0 v4 I9 I0 H }0 a% B3 v( T* {1 P

1 H2 l2 J) c* o8 r+ P  H1 `. C& H4 a /// <summary>
3 L; u+ q$ _* |( r2 w2 J7 k5 D" ~/ s /// 初始化输入数据
. y  p+ j8 w" j+ X. J, ]6 R /// </summary>; v3 j- N& G/ I7 j
protected virtual void InitInputData()
/ }, f, P9 R9 m# {, ` {0 p. g% X: T3 p6 I8 k+ u/ M* q. b
  if (this.cameraTransform == null) return;
7 n. F  c2 o8 U9 b# W" `+ T+ \% P. r. Q) R. s9 q+ L7 C* B2 L. \. ~
  this.horizontalQEDirection = 0f;
# o% c7 h6 i- P3 n  this.horizontalDirection = Input.GetAxisRaw ("Horizontal");! O, [* |: J5 \' B& ?) y5 P
  this.verticalDirection = Input.GetAxisRaw ("Vertical");- t5 K! E* \/ T9 q
  this.mouseXDirection = Input.GetAxis ("Mouse X") * this.mouseXAxis;; e4 Y& b. W; N+ L9 K" E) y+ Q
  this.mouseYDirection = Input.GetAxis ("Mouse Y") * this.mouseYAxis;' g' W; _6 G: l, V+ ]& m0 r+ W+ a
  this.mouseScrollWheelDirection = Input.GetAxis ("Mouse ScrollWheel");& u7 r, ~; p2 _) V
  this.buttonDownLeftStatus = Input.GetMouseButtonDown ((int)UMouseTypeEnum.LEFT);
0 q& T% P; k; |: j6 g/ Z" O  this.buttonLeftStatus = Input.GetMouseButton ((int)UMouseTypeEnum.LEFT);2 h9 |6 q/ E' X0 k! Y% _
  this.buttonRightStatus = Input.GetMouseButton ((int)UMouseTypeEnum.RIGHT);
; [" I/ f) n8 S& O6 A  this.buttonUpLeftStatus = Input.GetMouseButtonUp ((int)UMouseTypeEnum.LEFT);
* C* f& i0 N% _; G3 H  if (!buttonLeftStatus && Input.GetKey (KeyCode.Q)) this.horizontalQEDirection = -1f;
* |5 r: m! V- o. m% v  if (!buttonLeftStatus && Input.GetKey (KeyCode.E)) this.horizontalQEDirection = 1f;
3 {# ~4 j/ ?# `. j% s8 d  this.jumpStatus = Input.GetKey (KeyCode.Space);
3 }4 H+ O) j" c( B9 I  this.shiftLeftStatus = Input.GetKey (KeyCode.LeftShift);
& R" T6 V# p/ q. Z, |: e# V: W; s, K8 r7 N  this.shiftRightStatus = Input.GetKey (KeyCode.RightShift);9 v  v$ m) Z9 \
}
# E8 B, L0 u3 `- T$ p8 u% V3 L2 i' L0 f2 Q
void Update()1 u: y5 f) x5 W4 s: h. z+ X
{
" ?, }& D$ H" z! i: I3 w  B* K  if (this.cameraTransform == null) return;& a$ C. E; V3 _% |8 S% |* G8 W/ O6 y
) L" W. [2 R: H
  this.InitInputData ();5 o: b, @9 r  H8 p* U$ I

7 w" D2 a8 Y7 V1 ~3 p, w  // 获取地面状态
7 [6 j" f5 A% N, |* f, }5 k  bool groundStatus = this.IsGrounded ();) N5 |2 B& {4 ]: a+ w7 N# h6 }

, ]3 p1 X( o( o2 ?  if (groundStatus && this.jumpStatus && !this.isJumping)
% [( n  A' S2 s  {' U) k5 h8 @' e; R+ K* [3 Y' y
   this.isJumping = true;. b" W$ K2 M; n% j4 t
   this.verticalVelocity = this.jumpVelocity;3 [! _7 k+ ]+ i3 u! R6 {; G1 a% q
  }8 Z/ l! _/ L$ A, I; `5 g
# s8 c" D) x( r/ Q. e+ l1 @! W
  if (this.isJumping && this.verticalVelocity >= 0f)
0 L8 C7 n, U& V& `! \* ?1 R8 t( c! ?  {
, R8 ?3 R3 P5 ?   this.verticalVelocity = Mathf.SmoothDamp(this.verticalVelocity, -this.dropVelocity, ref this.currentJumpVelocity, 0.15f);
' |1 }. ^6 O& a* e2 D; ?  }
# Z! z: Q  \. {2 ^5 C4 C  else
3 T5 _0 }& Q  W* K  {/ L% G1 @9 x9 t! j# E1 |; e
   this.isJumping = false;, E4 d+ i# O  n: b5 R3 h* W
   this.verticalVelocity = -this.dropVelocity;! K5 \' w: b! r1 m4 a
  }: P1 b9 _- W# j/ E3 Q
+ \; X  E! N$ p1 w/ m
  // 如果按住滚轮
' U4 r+ k, Y8 s  ]3 v: N* {3 Z  if (this.mouseScrollWheelDirection != 0)   ^* E* g- D5 j; v: l: ]
  { ! G! P+ U/ b) d9 f& G) L
   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) $ Q/ T2 t. N6 M5 K# t* Q) g
   { ; q6 N8 ]) J! c1 y0 I9 B6 F2 O( T
    this.cameraDistance -= this.mouseScrollWheelDirection * this.mouseWheelVelocity;
# M3 O" T: d) Y5 K   }
! i1 m: N; g+ E* a% i6 w   if (this.cameraDistance < this.cameraZoomNear)   ^6 }& Q! `7 X. p2 y% \) @
   {
- Q$ Q3 ?% j, U& b7 H$ h  \    this.cameraDistance = this.cameraZoomNear; 3 I, `+ X5 O- Z, B( f5 U' x
   }
% m3 d6 v+ a4 ]+ B3 b   if (this.cameraDistance > this.cameraZoomFar) - v0 y/ K$ U+ P3 Q
   {   Q4 T" m/ j7 Z% J- M8 b
    this.cameraDistance = this.cameraZoomFar;
5 l5 \' _) e) s! V; d  a4 ~   }
8 N; k0 ^1 c. [7 I, y/ _7 O5 j) v   this.cameraDistance = Mathf.Max(0.01f, this.cameraDistance);! E! k. G$ c3 B* t) H% f
  }/ l4 ~) F, k9 L. |' U5 j4 P+ v0 O( Z
  // 如果鼠标左键按下状态; `: E) \: F$ Y* \( j
  if (this.buttonDownLeftStatus) * [) q. V: c9 _4 h; e0 H
  {1 F$ z* b. w+ i
   this.prevMouseX = mouseX;
( G+ Q# ?( x' I/ B   this.prevMouseY = mouseY;( s/ A  }, _( U$ L5 N. l
   this.prevForward = this.cameraTransform.TransformDirection(Vector3.forward);; M, D+ y$ c* {1 x
  }1 A/ J/ X3 h, J
  // 如果按下鼠标左键或者按下鼠标右键# L; b  O! ?3 f8 q7 H6 G
  if (this.buttonLeftStatus || this.buttonRightStatus) 6 N$ ^" J3 t2 L! Q1 i* E) {* A2 x" r
  {) P/ l* E% M$ g
   this.mouseX += this.mouseXDirection;$ c* x$ S0 Q7 }% j
   this.mouseY += this.mouseYDirection;& l( P1 R1 O: d5 K( ]0 }6 j
  } 0 l4 R7 i5 {7 |3 Z/ z2 I6 ?( c
  else $ H( D3 s7 Y  E# {
  {5 K6 N# t! D. ^. c2 d6 |* A
   this.mouseX += 0f;6 w- t2 Y; _+ s8 @  \  m. \
   this.mouseY += 0f;& T2 ^0 q2 I: `# P( A
  }
- S+ f! [; w, j- Y5 G  // 如果鼠标左键松开
; E+ I* s. a1 }" Z( L( R/ W$ @  if (this.buttonUpLeftStatus)
# s. K* \' _" p6 h' H- J  {' U2 a# M) T8 @5 b# ?! ~" e
   this.mouseX = this.prevMouseX;
+ d4 V: ^* q5 {: l   this.mouseY = this.prevMouseY;
7 J+ Y( D; ]8 w! @+ E6 ]* G2 V  }4 m3 x/ d8 B: V% Z1 O1 ~
  // 如果按下了水平方向键,并且鼠标未按下,左右转换视角
6 a* T: ], s4 t$ L7 p  if (this.horizontalDirection != 0f && (!this.buttonLeftStatus && !this.buttonRightStatus))
9 a1 E# {6 ~9 x6 x( f& T  {
  `& d$ P: y8 C' {2 r9 n! O8 B   if (this.horizontalDirection > 0) 7 }4 X' E# F( Z) ~' @# B# H
   {! H' @* ~+ }9 a; F' A
    this.mouseX = Mathf.SmoothDamp (this.mouseX, this.mouseX + 90f, ref this.mouseXVelocity, 0.2f);1 t6 [% K6 d: Z; D
   }
& [  }( J, b! I* K  |   else
3 i0 \/ t' g& z4 p/ {7 u   {
9 f6 {1 ]' Q9 h& ?0 T& I. g& V! U    this.mouseX = Mathf.SmoothDamp (this.mouseX, this.mouseX - 90f, ref this.mouseXVelocity, 0.2f);
+ P- p5 U! u: f" V  n' [   }1 l) p3 s3 m0 Z9 r/ ?. A) y
  } + |+ k0 S: C/ @
  // 如果按下了水平方向键,并且鼠标右键,左右移动! T* u7 M" K+ m# n
  else if(this.horizontalDirection != 0f && this.buttonRightStatus)6 c2 D5 U# p/ I( }  ^
  {. t  K# F: T3 @3 }1 O
   this.horizontalQEDirection = this.horizontalDirection;
8 c+ F4 Z. c7 q4 A& _1 r6 ^- y) v  }
+ P9 o+ F  P- O' r! j) u  |0 \& O7 \3 _) K- ~" h$ l+ {
  this.mouseY = Mathf.Clamp (this.mouseY, this.cameraClampMin, this.cameraClampMax);1 i3 L+ H' x! g3 H* M7 `

; u& K1 i- L- L6 ^8 S: B2 [  Quaternion xQuaternion = Quaternion.AngleAxis (this.mouseX, Vector3.up);
/ t+ o0 T6 x% n/ u3 e  Quaternion yQuaternion = Quaternion.AngleAxis (this.mouseY, Vector3.left);
" k* ]: v# P+ N% R  // 当前旋转角度
( g+ T' ^' J( n8 W  this.prevQuaternion = xQuaternion * yQuaternion;) b* Z* ]* T% D7 \6 ?$ Y' j/ J& a4 G
  // 如果Q、E水平移动
) _0 _6 j# Z0 k  if (this.horizontalQEDirection != 0) , z5 @  v  ^" z  Q/ z6 n5 u3 s  Q
  {, a# x0 @0 @; D* c+ H
   if (this.verticalDirection != 0f)8 S) ]1 Z6 s* y1 x4 h
   {
- y9 {+ W' ^5 H1 L  j* ^8 Y    // 如果水平轴大于零,比如按下了 D 键0 E- n) y' W( v& ~2 u& ~- ]
    if(this.horizontalQEDirection > 0)! {7 P. m1 y; k5 V$ M( ]
    {7 {2 M* ^. F3 B# V# `
     xQuaternion = Quaternion.AngleAxis(this.mouseX + this.offsetAngle * 0.5f, Vector3.up);5 [; J& p: D. W* x
    }4 w+ I' X0 |  Z- i" W
    else // 如果水平轴小于零,比如按下了 A 键( W/ r* F* ]( c/ T
    {
3 k0 A$ L* c: M     xQuaternion = Quaternion.AngleAxis(this.mouseX - this.offsetAngle * 0.5f, Vector3.up);2 D' V' J% T& _+ H! d
    }
# P; s4 u( I% T" i( X, c( [+ s) i   }
+ v) ^9 B. a; d   else/ ]+ n5 P8 D$ J$ o, h5 \6 {% X
   {: e4 ?6 n8 P' R/ Y* M" |5 R9 U
    // 如果水平轴大于零,比如按下了 D 键" q& D5 X7 t9 S4 @9 a: s
    if(this.horizontalQEDirection > 0)5 t/ C- `( b; A2 I  d
    {/ k5 u, n6 w9 X7 I6 E8 D1 W) E1 |
     xQuaternion = Quaternion.AngleAxis(this.mouseX + this.offsetAngle, Vector3.up);
/ D( ~1 y: M7 S6 }9 ^, @# ?; Y    }
* C: n  j$ f# Q    else // 如果水平轴小于零,比如按下了 A 键
0 t8 o# s. [4 {) x+ r9 q3 I    {
. j4 E% `, X0 u     xQuaternion = Quaternion.AngleAxis(this.mouseX - this.offsetAngle, Vector3.up);
. P" H5 i; F! `2 _& u5 \    }: n! E6 q" c7 j  {0 \
   }5 ^4 i5 y+ @' t9 S% W
  }
+ Z+ I4 v3 C& ^7 e/ ?/ c: \: t  if (!this.buttonLeftStatus)
" I& ^$ F! \7 ~9 J# G% o- C, ?0 l  {- c) F% X6 Y$ K$ ?7 q8 S3 ^6 P$ U: u
   this.transform.rotation = xQuaternion;- i1 A, @( m* h7 `
  }- |5 ]1 k/ m. v+ i$ o2 u
  // 摄像机对象的偏离位置,相对于角色头部位置% s9 U% l4 a& o' i" O4 ~6 |" ]
  this.cameraTransform.localPosition = new Vector3 (0f, 0f, this.headTransform.transform.localPosition.z - this.cameraDistance);
: U# ^6 p: E* V3 M3 p, c  // 如果按住了 Shift 键
' V8 u5 F  V, G3 P' a7 U9 j  if (this.shiftLeftStatus || this.shiftRightStatus) ! C1 t# `1 ]; G; g( T
  {
/ F$ S2 g  \, c( J5 v: `   this.speed = this.walkSpeed;
# r6 t! K8 i8 e( E   this.roleActionEnum = URoleActionEnum.WALK;8 ~+ V9 V* x% l1 U2 M/ T: p4 y( ?
  } else {
% Y: R8 i9 x6 R* P9 o' y4 D   this.speed = this.runSpeed;3 b( D; _1 `, w" c" {, I9 P
   this.roleActionEnum = URoleActionEnum.RUN;0 g( Y: @- U0 ]) G
  }' F1 ~3 m* n" O+ U$ l+ n
  
8 x* t3 i$ Y- m/ w: s4 z  if (verticalDirection < 0f)
1 F* B: A- D  A- I# w$ Z* ~  {1 U4 y; i$ t( B8 P/ ]
   this.speed = this.retreatSpeed;; r; I3 y& k- i' x
   this.roleActionEnum = URoleActionEnum.RETREAT;
& }( k9 S" B; R: C9 B( x  }
& N" C$ m$ d/ g, L' J  0 N2 Z5 K6 I4 G' M" g2 f7 D
  this.horizontalValue = this.horizontalQEDirection * this.speed * Time.deltaTime;
7 y: o; Z6 [" {6 g1 b3 V# u  this.verticalValue = this.verticalDirection * this.speed * Time.deltaTime;
8 l1 U) b, s2 B# C. i. g/ v2 y  // 如果在跳起状态
% Z; V5 W' b+ }' m7 ~  if (this.isJumping) this.roleActionEnum = URoleActionEnum.JUMP;# z# N7 ^# n  M9 a; R3 R; G" R+ @
  
8 `+ b  ?6 [, X& x- U2 U( K4 ^; {, W  if (this.horizontalQEDirection == 0f && this.horizontalDirection == 0f && this.verticalValue == 0f && !this.isJumping) this.roleActionEnum = URoleActionEnum.IDLE;( u3 A  R# w- F
  
; k9 A6 U% J$ D; b# I( }# h" s  Vector3 forward = this.cameraTransform.TransformDirection (Vector3.forward);
; l- U# y/ z+ R' G9 S3 n, G  if (this.buttonLeftStatus) forward = this.prevForward;
8 t8 l6 P7 R  u  r$ B2 d5 ?% h8 j$ R2 l/ O; n  ]6 T
  forward.y = 0;, O4 V' e4 Y. c9 N+ n
  forward = forward.normalized;
/ U9 R! S1 Y6 B0 j$ i  * V5 `7 `( B! E2 k: }/ i, v" R
  Vector3 right = new Vector3 (forward.z, 0, -forward.x);
* C+ r3 k/ W3 j& z; Q  // 设置移动向量3 [! P' A8 w9 O- j
  this.moveDirection = this.horizontalValue * right + this.verticalValue * forward + new Vector3 (0, this.verticalVelocity * Time.deltaTime, 0);9 M- v% t3 _0 S+ O( P
  7 i: y% m" M$ {) [: W' r( P, w
  // 设置对象状态动画
- O) d( z6 w  u+ z% ]2 ~  this.ChangeAction (this.roleActionEnum);
9 S5 I& m" P7 j2 e, M" V2 E  " r0 C6 q9 Y7 v1 p* Z" S
  this.characterController.Move (this.moveDirection);
, s1 N& i. j- J }. z" b2 V% N/ u6 J! q

/ [$ M  f& n" J3 n private void ChangeAction(string roleActionEnum)8 p4 o4 h; v/ @/ n% g
{
: {2 x* @+ e, Y  if(roleActionEnum == URoleActionEnum.IDLE)& S6 f8 a/ j3 {: p
  {
* N! w6 N& c" E+ \   this.animation.CrossFade(this.idleClip.name);' L$ ^( P7 U: d! Z9 C# C: k$ D2 ^
  }
* ~) u9 j& R' ~4 J+ G. Z! b6 c  else if(roleActionEnum == URoleActionEnum.WALK)
5 ?( C. @8 t- L  E8 @' n) f+ i6 t  {- z! A" x' S. K% }2 K: A& `  N
   this.animation.CrossFade(this.walkClip.name);
$ n& b, q, B5 j2 k  n" f  }
0 \4 U$ Q% j% t* v. G% X- h% w# G7 h  else if(roleActionEnum == URoleActionEnum.RUN)# n" V; z' A6 u( ^# H: K
  {# c, K7 n6 d, Y0 S( u! i$ a/ z, L
   this.animation.CrossFade(this.runClip.name);
6 c2 o& r) O- v  }
2 t6 W# ?* b% k! ]  else if(roleActionEnum == URoleActionEnum.JUMP)
: X  r: U/ O# N0 B. D/ V4 ~  {
! @4 w' B( N( _   this.animation.CrossFade(this.jumpClip.name);
1 U3 p/ J1 `' S7 S; u  }
; |1 V0 F' a9 z$ t* g* _$ |  else if(roleActionEnum == URoleActionEnum.RETREAT)
  ]6 c% ?! Q* h% G& J  {; t5 {+ ~4 U- S$ t8 U8 X
   this.animation.CrossFade(this.retreatClip.name);1 l' b0 P3 A: O1 X7 W
  }1 U$ J) U6 X  Y
}
: i  d6 q" M) a0 g" a* }: u# A* z2 Q# P$ X0 E, ]# ?& d1 l
void LateUpdate ()6 j* C; f  {1 D: A/ I
{
7 q5 q8 y! `- [  if (this.cameraTransform == null) return;
% p) y* D# Y+ f' w5 c) T# X
( V. e* R& _. Y% Y. F7 H8 }7 l( H: b  // 设置头部旋转, I- q7 R3 Z( J6 {, [0 c, R( ]3 ^
  this.headTransform.rotation = this.prevQuaternion;0 A3 ]# G. U0 U0 @6 A
  // 下面代码保证视角内没有透视区域$ H$ [$ a9 x% b0 S5 \9 ^# S$ Z
  RaycastHit hitCamera = new RaycastHit ();
$ c6 }! U$ b3 n1 G# v  r6 i3 T( G  RaycastHit[] hits = Physics.SphereCastAll (this.headTransform.position, 0.3f * 0.5f, -this.cameraTransform.forward, this.cameraDistance);
$ m4 V5 J" U7 F, p9 l$ T  k  hitCamera.distance = Mathf.Infinity;
. p" p+ u( X9 B, p  foreach (RaycastHit hit in hits)
& R6 T: j" g% F7 u  {
& d+ u8 l, g( x! I   //判断是否是地形
5 U# G) u7 u# Q) Y   Terrain terrain = hit.transform.GetComponent<Terrain>();4 f! N5 f2 u, O3 z* [
   if (hit.distance < hitCamera.distance && hit.transform != this.transform.transform && terrain != null) 3 y3 e  z  {  l2 `( w# _9 T0 ^
   {7 y0 S+ k6 Q+ L
    bool found = false;' x( F0 _; P+ D. U
    if (this.transform.transform.childCount > 0) 6 r; P2 g; i8 \. B- m. D
    {
1 |# w# k1 A0 w9 y7 }     foreach (Transform childTransform in this.transform) & {0 E* p  \! H, ?6 B
     {
# R, y8 N8 A# _: D: s, Q      if (hit.transform == childTransform) 7 D& G- N: y0 r3 q3 |) k! ?6 E
      {" |; V/ c$ i. b' g
       found = true;; V3 `+ ]8 F7 ^) D
       break;
* r1 ?; a, {/ Z3 |( K+ E: {& w; F7 s1 i      }
$ `+ @0 S, Z  g5 ]; c% U( P     }8 U6 N& Z" v& f8 x3 f% C
    }; y8 M. ^9 C+ M7 I2 D
    if (!found) hitCamera = hit;' L( B8 \( Q7 c. J- j! _
   }
( N/ g) I( {1 u4 r5 g  }6 a7 L4 l% x( f2 x9 _
  if (hitCamera.distance != Mathf.Infinity)
  Y" l9 V2 q, ~5 T  {; N' J% a4 t# }, M' E  I/ \  Z4 o
   this.cameraDistance -= this.cameraReviseDistance;
+ Q- d5 O3 F9 b& }) d3 {  }4 A$ b# c; M# Y9 |4 L: h, A/ l8 h
}
% H3 l; l& k( q0 Q0 ~
1 E" n2 ^4 n- _' x7 F5 c5 V0 C* m protected virtual bool IsGrounded ()   I; i! V; A# @. J$ f
{
" R$ J! F7 E8 ?1 y  return (this.characterController.collisionFlags == CollisionFlags.CollidedBelow);
3 R7 w$ O: q& m }% @, g% i& \$ g/ s" g
}UMouseTypeEnum.cs 代码如下:using UnityEngine;' E7 s1 P2 ?& p( Y0 Z: A
using System.Collections;
9 B6 w9 s/ @. g! ?1 h* W  _; ]6 @( R
6 E& u/ O9 `1 H/ U7 ?# z, |. m! f& Z+ Z( I" qpublic enum UMouseTypeEnum+ f& i( s* `. \6 t6 b3 z9 \+ h  J
{: Z% ^8 L$ I& x, G. A& c/ Q7 g
LEFT = 0,
/ X- E+ G6 R% h) e/ V. T2 X2 W RIGHT = 1
0 A3 a, j+ Y/ t8 y}URoleActionEnum.cs 代码如下:using UnityEngine;, L$ H( [) G' n, D# T9 [
using System.Collections;. F! O- i" i/ P1 U

2 y0 L2 G6 g* X8 a# q7 D. S+ \public class URoleActionEnum) v. S) F1 \! }) @
{
9 [4 s0 y3 [" { public const string IDLE = "idle";
7 \- Q" @7 z! p- m$ J4 b  E, p8 Q! n& a3 H$ r' c
public const string WALK = "walk";
* [) ~; l4 g6 y' q4 I* p# u7 Z' a- O% t
public const string RUN = "run";
( b# Z# \" }# F+ q: ]. t
# V0 {/ H6 q* B& T* Y public const string RETREAT = "retreat";. h  j. ?& }7 z/ a% z

* e3 O: t+ U. K' u4 U" c) i! g public const string JUMP = "jump";
9 ?7 o- z9 p8 J2 @/ d1 Y2 e, O7 t
: x2 ~! {) `7 s3 y$ D" n  } public const string ATTACK = "attack";) A0 a' ?, ~6 {1 H8 K* @
, }+ e" c3 |) d" i
public const string MAGIC = "magic";
; e, u) X9 \) V1 G7 b/ R
5 p; y& r1 P( j6 c& d public const string DIE = "die";
6 A* J; e" d' w! V' d/ d}
' ~" I, u7 H2 B  d- b   然后给角色对象挂载 CharacterController 组件 和 UPlayerController.cs,如图:
. i, G7 ?" J9 C" E7 M* L' }    20141205110909_6250_new.jpg 1 s7 J( f# E5 N" t
   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
) b) W3 k" J) C3 W* N! qthis.cameraZoomFar) + I' j% r6 d; t
   { / {+ n# j, w  J/ ]" l" y, {
    this.cameraDistance -= this.mouseScrollWheelDirection * this.mouseWhe ...

% F3 G9 J  ?2 `( s, t, j0 s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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发表于 2018-2-15 10:10:45 | 显示全部楼层
看起来很不错,谢谢楼主分享!!!
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