public LayerMask groundLayers; // 用于指定哪些层被视为地面的层掩码 public float rayLength = 0.1f; // 射线的长度 public Vector3 rayOriginOffset = new Vector3(0, 0.2, 0); // 从角色位置开始射线的偏移量 private bool CheckIfGrounded() // 计算射线的原点 Vector3 rayOrigin = transform.position...
在上次移动期间 CharacterController 是否接触地面? using UnityEngine;public class Example : MonoBehaviour { CharacterController controller; void Start() { controller = GetComponent<CharacterController>(); } void Update() { if (controller.isGrounded) { print("CharacterController is grounded"); } } } ...
private bool m_PreviouslyGrounded; //private Vector3 m_OriginalCameraPosition; private float m_StepCycle; private float m_NextStep; private bool m_Jumping; private AudioSource m_AudioSource; // Use this for initialization private void Start() { m_CharacterController = GetComponent<CharacterControlle...
RigidBodyFPSController.cs 主要组件有Capsule Collider、脚本RigidBody First Person Controller 与FPSController控制器不同的一点是,一个是用CharacterController控制移动,一个是控制人物本身的刚体,给刚体添加一个方向力,就可以移动 三、脚本详细解析 第一人称控制器 FirstPersonController usingSystem; usingUnityEngine; u...
m_PreviouslyGrounded和m_CharacterController.isGrounded肯定都是false,//执行到下一步时角色到达地上,m_CharacterController.isGrounded变为true,因为m_PreviouslyGrounded还未执行,所以还是false,及此时角色刚落地if (!m_PreviouslyGrounded && m_CharacterController.isGrounded){PlayLandingSound(); // 播放落地声音}if ...
3.人物控制一定会用到:(1)是否着地,isGrounded或者自定义grounded。一般,isGrounded不推荐使用,可能经常会出现一些莫名其妙的错误。(2)人物移动方向与鼠标移动方向的一一对应。(3)player父物体的position是相对于世界坐标系的,因此需要将鼠标的相对移动增量转换成世界坐标系的绝对增量。(4)如果移动的同时按下空格键跳跃...
}if(vida.grounded) {//火箭蛋(硬件蛋特殊技能)if(vida.playerType == Tags.YingjianDan) { vida.jumpable =1; } }//跳跃//按下K时if(Input.GetKeyDown(KeyCode.K) && vida.jumpTimer >=0.03f) {if(vida.grounded) {//允许跳跃vida.jumpTimer =0.0f; ...
假设仅仅是单纯控制玩家的移动,那么用Character Controller足够了。假设还涉及到视角的切换。Unity提供了相关的组件。在项目中引入Character Controller(Asset->Import Asset),就能够将角色控制器组件导入我们的项目了。 第一人称控制器 经典的游戏CS就是第一人称视角的,摄像机就是我们的视角。人物的移动,导致视角的移动...
if(!m_PreviouslyGrounded && m_CharacterController.isGrounded) { StartCoroutine(m_JumpBob.DoBobCycle()); PlayLandingSound(); m_MoveDir.y = 0f; m_Jumping =false; } // 刚跳起的情况 if(!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) ...
Returns if the character is grounded. It is recommended that you make only one call to Move or SimpleMove per frame. using UnityEngine; using System.Collections;[RequireComponent(typeof(CharacterController))] public class ExampleClass : MonoBehaviour { public float speed = 3.0F; public float ...