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...
= 0)){//如果角色在移动,根据角色当前的速度和行走/奔跑状态来更新步行声音循环计数器 m_StepCycle 的值。m_StepCycle += (m_CharacterController.velocity.magnitude + (speed * (m_IsWalking ? 1f : m_RunstepLenghten))) * Time.fixedDeltaTime;}//然后,检查是否到达了下一个播放脚步声音的时间...
问Unity3d: CharacterController不会停留在地面上;不可能连续播放足迹音效ENUnity3d使用CharacterController控...
if (!m_CharacterController.isGrounded)//角色控制器的不在地面 { if (m_Grounded)//当前状态在地上 { m_GroundedTimer += Time.deltaTime;//计算在空中上的时间 if (m_GroundedTimer >= 0.5f) { loosedGrounding = true;//设置当前状态是在空中 m_Grounded = false; } } } else { m_GroundedTimer...
isGround =true;elseisGround =false; } 2.Unity官方的Character Controller# 直接给角色加入Character Controller组件,在脚本中Get到Character Controller,调用.isGrounded即可,但是实际效果让人失望 因为.isGrounded是当角色移动的时候才会检测是否着地的,也就是说它只能在调用simplemove(和move等移动函数)时,判断isGrounded(...
privateboolm_PreviouslyGrounded; privateVector3m_OriginalCameraPosition; privatefloatm_StepCycle; privatefloatm_NextStep; privateboolm_Jumping; privateAudioSourcem_AudioSource; // Use this for initialization privatevoidStart() { m_CharacterController=GetComponent<CharacterController>(); ...
CharacterController cc;boolisGrounded =false;floatfallSpeed =0;//掉落速度 会随着滞空时间不断增加// Start is called before the first frame updatevoidStart(){ cc = GetComponent<CharacterController>(); }// Update is called once per framevoidUpdate(){ ...
private CharacterController m_CharacterController; private CollisionFlags m_CollisionFlags; private bool m_PreviouslyGrounded; //private Vector3 m_OriginalCameraPosition; private float m_StepCycle; private float m_NextStep; private bool m_Jumping; ...
FPSController 主要组件有Character Controller、脚本First Person Controller、Rigidbody 这个是FPS第一人称控制器,模拟FPS游戏中人物移动的方式,是第一人称控制器。 鼠标锁定,视角跟随鼠标移动而移动。WSAD控制人物移动 这里写图片描述 RigidBodyFPSController 主要组件有Capsule Collider、脚本RigidBody First Person Controller...
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) ...