示例#1
0
    // -------------------------------------------------------------------------
    // 方法	    :	FixedUpdate
    // 介绍		:	用于获取按键和调整方向
    // -------------------------------------------------------------------------
    protected void FixedUpdate()
    {
        float horizontal = Input.GetAxis("Horizontal");
        float vertical   = Input.GetAxis("Vertical");
        bool  waswalking = _isWalking;

        _isWalking = !Input.GetKey(KeyCode.LeftShift);

        float speed = _isCrouching ? _crouchSpeed : _isWalking ? _walkSpeed : _runSpeed;

        _inputVector = new Vector2(horizontal, vertical);

        if (_inputVector.sqrMagnitude > 1)
        {
            _inputVector.Normalize();
        }

        Vector3 desiredMove = transform.forward * _inputVector.y + transform.right * _inputVector.x;

        RaycastHit hitInfo;

        if (Physics.SphereCast(transform.position, _characterController.radius, Vector3.down, out hitInfo, _characterController.height / 2f, 1))
        {
            desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
        }

        _moveDirection.x = desiredMove.x * speed;
        _moveDirection.z = desiredMove.z * speed;

        if (_characterController.isGrounded)
        {
            _moveDirection.y = -_stickToGroundForce;

            if (_jumpButtonPressed)
            {
                _moveDirection.y   = _jumpSpeed;
                _jumpButtonPressed = false;
                _isJumping         = true;
                //TODO:跳跃音效
            }
        }
        else
        {
            _moveDirection += Physics.gravity * _gravityMultiplier * Time.fixedDeltaTime;
        }

        _characterController.Move(_moveDirection * Time.fixedDeltaTime);

        Vector3 speedXZ = new Vector3(_characterController.velocity.x, 0.0f, _characterController.velocity.z);

        if (speedXZ.magnitude > 0.01f)
        {
            _camera.transform.localPosition = _localSpaceCameraPos + _headBob.GetVectorOffset(speedXZ.magnitude * (_isCrouching || _isWalking?1.0f:_runStepLengthen));
        }
        else
        {
            _camera.transform.localPosition = _localSpaceCameraPos;
        }
    }
示例#2
0
    void FixedUpdate()
    {
        float horizontal = Input.GetAxis("Horizontal");
        float vertical   = Input.GetAxis("Vertical");
        bool  wasWalking = _isWalking;

        _isWalking = !Input.GetKey(KeyCode.LeftShift);

        float speed = _isCrouching ? _crouchSpeed : _isWalking ? _walkSpeed : Mathf.Lerp(_walkSpeed, _runSpeed, _stamina.value / 100);

        _inputVector = new Vector2(horizontal, vertical);

        if (_inputVector.magnitude > 1)
        {
            _inputVector.Normalize();
        }

        Vector3    desiredMove = transform.forward * _inputVector.y + transform.right * _inputVector.x;
        RaycastHit hitInfo;

        if (Physics.SphereCast(transform.position, _characterController.radius, Vector3.down, out hitInfo, _characterController.height / 2f, 1))
        {
            // This means we are standing on a surface
            desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
        }

        _moveDirection.x = !_freezeMovement ? desiredMove.x * speed * _dragMultiplier : 0f;
        _moveDirection.z = !_freezeMovement ? desiredMove.z * speed * _dragMultiplier : 0f;

        if (_characterController.isGrounded)
        {
            if (_jumpButtonPressed)
            {
                _moveDirection.y = _jumpSpeed;
                // We reset the jump button to fase so in another update function, it could be set to true again
                _jumpButtonPressed = false;
                // TODO: Play Jumping sound
            }
        }
        else
        {
            _moveDirection += Physics.gravity * _gravityMultiplier * Time.fixedDeltaTime;
        }

        _characterController.Move(_moveDirection * Time.fixedDeltaTime);

        // Camera bob
        // Nullifying the speed relative to the Y axis
        Vector3 speedXZ = new Vector3(_characterController.velocity.x, 0f, _characterController.velocity.z);

        if (speedXZ.magnitude > 0.01f)
        {
            _camera.transform.localPosition = _localSpaceCameraPos + _headBob.GetVectorOffset(speedXZ.magnitude * (_isWalking || _isCrouching ? 1 : _runStepLengthen));
        }
        else
        {
            _camera.transform.localPosition = _localSpaceCameraPos;
        }

        // Update broadcasters
        if (_broadcastPosition != null)
        {
            _broadcastPosition.value = transform.position;
        }
        if (_broadcastDirection != null)
        {
            _broadcastDirection.value = transform.forward;
        }
    }
    protected void FixedUpdate()
    {
        // Read input from axis
        float horizontal = Input.GetAxis("Horizontal");
        float vertical   = Input.GetAxis("Vertical");
        bool  waswalking = _isWalking;

        _isWalking = !Input.GetKey(KeyCode.LeftShift);

        // Set the desired speed to be either our walking speed or our running speed
        float speed = _isCrouching ? _crouchSpeed : _isWalking ? _walkSpeed : _runSpeed;

        _inputVector = new Vector2(horizontal, vertical);

        // normalize input if it exceeds 1 in combined length:
        if (_inputVector.sqrMagnitude > 1)
        {
            _inputVector.Normalize();
        }

        // Always move along the camera forward as it is the direction that it being aimed at
        Vector3 desiredMove = transform.forward * _inputVector.y + transform.right * _inputVector.x;

        // Get a normal for the surface that is being touched to move along it
        RaycastHit hitInfo;

        if (Physics.SphereCast(transform.position, _characterController.radius, Vector3.down, out hitInfo, _characterController.height / 2f, 1))
        {
            desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
        }

        // Scale movement by our current speed (walking value or running value)
        _moveDirection.x = desiredMove.x * speed;
        _moveDirection.z = desiredMove.z * speed;

        // If grounded
        if (_characterController.isGrounded)
        {
            // Apply severe down force to keep control sticking to floor
            _moveDirection.y = -_stickToGroundForce;

            // If the jump button was pressed then apply speed in up direction
            // and set isJumping to true. Also, reset jump button status
            if (_jumpButtonPressed)
            {
                _moveDirection.y   = _jumpSpeed;
                _jumpButtonPressed = false;
                _isJumping         = true;
                // TODO: Play Jumping Sound
            }
        }
        else
        {
            // Otherwise we are not on the ground so apply standard system gravity multiplied
            // by our gravity modifier
            _moveDirection += Physics.gravity * _gravityMultiplier * Time.fixedDeltaTime;
        }

        // Move the Character Controller
        _characterController.Move(_moveDirection * Time.fixedDeltaTime);

        // Are we moving
        Vector3 speedXZ = new Vector3(_characterController.velocity.x, 0.0f, _characterController.velocity.z);

        if (speedXZ.magnitude > 0.01f)
        {
            _camera.transform.localPosition = _localSpaceCameraPos + _headBob.GetVectorOffset(speedXZ.magnitude * (_isCrouching || _isWalking ? 1.0f : _runStepLengthen));
        }
        else
        {
            _camera.transform.localPosition = _localSpaceCameraPos;
        }
    }
    /// <summary>
    /// Move direction vector accuratley describes the direction the player wants to move the controler even when player is not grounded
    /// it is a downward motion of player falling under gravity.
    /// </summary>
    protected void FixedUpdate()
    {
        if (Time.timeScale != 0)
        {
            // Read input from axis
            float horizontal = Input.GetAxis("Horizontal");
            float vertical   = Input.GetAxis("Vertical");
            bool  waswalking = isWalking;
            isWalking = !Input.GetKey(KeyCode.LeftShift); //see if left shift is being held

            // uses quick if/else to set the speed to either walking or running speed
            float speed = isCrouching ? crouchingSpeed : isWalking ? walkingSpeed : runningSpeed;
            inputVector = new Vector2(horizontal, vertical);

            //inputVector to be multiplied by the speed and used to move player through world. If > 1 then it will move faster
            //than walkspeed or runspeed
            if (inputVector.sqrMagnitude > 1)
            {
                inputVector.Normalize();
            }

            //take inputVector, then calculate 3D vector that describes direction we want to move
            // Always move along the camera forward as it is the direction that it being aimed at
            Vector3 desiredMove = transform.forward * inputVector.y + transform.right * inputVector.x;

            // Get a normal for the surface that is being touched to move along it
            //if Spherecast returns true then standing on surface, need to project desiredmovement onto the plane
            RaycastHit hitInfo;                                                                                //amount want to cast ray down
            if (Physics.SphereCast(transform.position, characterController.radius, Vector3.down, out hitInfo, characterController.height / 2f, 1))
            {
                desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
            }
            //have a normalized vector that describes accuratley the direction player wants to move

            //now describes amount we want to move vertically and horizontally
            moveDirection.x = desiredMove.x * speed;
            moveDirection.z = desiredMove.z * speed;

            //Check if going up or down
            // If grounded
            if (characterController.isGrounded)
            {
                // Apply large down force to keep controller sticking to floor
                moveDirection.y = -stickingToGroundForce;

                // If the jump button was pressed then add speed in upwards
                // then set isJumping to true and reset jump button status
                if (jumpButtonPressed)
                {
                    moveDirection.y   = jumpingSpeed;
                    jumpButtonPressed = false;
                    isJumping         = true;
                }
            }
            else
            {
                // Otherwise we are not on the ground so apply standard system gravity multiplied
                // by our gravity modifier
                // If not grounded then controller is in air and falling so add current gravity force * the gravity multiplier
                moveDirection += Physics.gravity * gravityMultiplier * Time.fixedDeltaTime;
            }

            // Move the Character Controller
            characterController.Move(moveDirection * Time.fixedDeltaTime);

            // Are we moving
            //When we run the headbob wont be quite as fast
            Vector3 speedXZ = new Vector3(characterController.velocity.x, 0.0f, characterController.velocity.z); //zero out any up and down movement
            if (speedXZ.magnitude > 0.01f)
            {
                _camera.transform.localPosition = localSpaceCameraPos + headBob.GetVectorOffset(speedXZ.magnitude * (isCrouching || isWalking ? 1.0f : runStepLengthen));
            }
            else
            {
                _camera.transform.localPosition = localSpaceCameraPos;
            }
        }
    }
示例#5
0
    protected void FixedUpdate()
    {
        // Lettura input da axis
        float horizontal = Input.GetAxis("Horizontal");
        float vertical   = Input.GetAxis("Vertical");
        bool  waswalking = _isWalking;

        _isWalking = !Input.GetKey(KeyCode.LeftShift);

        // Setta la velocità del Player in base a se si sta camminando o correndo
        float speed = _isCrouching ? _crouchSpeed : _isWalking ? _walkSpeed : _runSpeed;

        _inputVector = new Vector2(horizontal, vertical);

        // Normalizza l'input nel caso in cui si dovesse sforare l'1
        if (_inputVector.sqrMagnitude > 1)
        {
            _inputVector.Normalize();
        }

        // Si muove sempre frontalmente in base alla telecamera
        Vector3 desiredMove = transform.forward * _inputVector.y + transform.right * _inputVector.x;

        RaycastHit hitInfo;

        if (Physics.SphereCast(transform.position, _characterController.radius, Vector3.down, out hitInfo, _characterController.height / 2f, 1))
        {
            desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
        }

        // Scaling del movimento in base alla velocità attuale
        _moveDirection.x = desiredMove.x * speed * _dragMultiplier;
        _moveDirection.z = desiredMove.z * speed * _dragMultiplier;

        if (_characterController.isGrounded)
        {
            // Applico una forza verso il basso in modo da riomanere attaccato al pavimento
            _moveDirection.y = -_stickToGroundForce;

            // Se il Jump Button è stato premuto applica la speed verso l'alto
            // e setta isJumping a true + ripristina lo sato del pulsante Jump
            if (_jumpButtonPressed)
            {
                _moveDirection.y   = _jumpSpeed;
                _jumpButtonPressed = false;
                _isJumping         = true;
                // TODO: Play Jumping Sound
            }
        }
        else
        {
            // Se non siamo a terra applica la gravità di Unity + modificatore
            _moveDirection += Physics.gravity * _gravityMultiplier * Time.fixedDeltaTime;
        }

        // Muove il Character Controller
        _characterController.Move(_moveDirection * Time.fixedDeltaTime);

        Vector3 speedXZ = new Vector3(_characterController.velocity.x, 0.0f, _characterController.velocity.z);

        if (speedXZ.magnitude > 0.01f)
        {
            _camera.transform.localPosition = _localSpaceCameraPos + _headBob.GetVectorOffset(speedXZ.magnitude * (_isCrouching || _isWalking ? 1.0f : _runStepLengthen));
        }
        else
        {
            _camera.transform.localPosition = _localSpaceCameraPos;
        }
    }
示例#6
0
    protected void FixedUpdate()
    {
        float horizontal = Input.GetAxis("Horizontal");
        float vertical   = Input.GetAxis("Vertical");

        _isWalking = !Input.GetKey(KeyCode.LeftShift);

        float speed = _isCrouching ? _crouchSpeed : _isWalking ? _walkSpeed : _runSpeed;

        _inputVector = new Vector2(horizontal, vertical);

        if (_inputVector.sqrMagnitude > 1)
        {
            _inputVector.Normalize();
        }

        Vector3 desiredMove = transform.forward * _inputVector.y + transform.right * _inputVector.x;

        // Get a normal for the surface that is being touched to move along it
        if (Physics.SphereCast(transform.position, characterController.radius, Vector3.down, out var hitInfo, characterController.height / 2f, 1))
        {
            desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
        }

        // Scale movement by our current speed (walking value or running value)
        _moveDirection.x = desiredMove.x * speed;
        _moveDirection.z = desiredMove.z * speed;

        // If grounded
        if (characterController.isGrounded)
        {
            // Apply severe down force to keep control sticking to floor
            _moveDirection.y = -_stickToGroundForce;

            // If the jump button was pressed then apply speed in up direction
            // and set isJumping to true. Also, reset jump button status
            if (_jumpButtonPressed)
            {
                _moveDirection.y   = _jumpSpeed;
                _jumpButtonPressed = false;
                _isJumping         = true;
            }
        }
        else
        {
            // Otherwise we are not on the ground so apply standard system gravity multiplied
            // by our gravity modifier
            _moveDirection += Physics.gravity * _gravityMultiplier * Time.fixedDeltaTime;
        }

        characterController.Move(_moveDirection * Time.fixedDeltaTime);

        Vector3 speedXz = new Vector3(characterController.velocity.x, 0, characterController.velocity.z);

        if (speedXz.magnitude > 0.01f && characterController.isGrounded)
        {
            _camera.transform.localPosition = _localSpaceCameraPos + _headBob.GetVectorOffset(characterController.velocity.magnitude * (_isCrouching || _isWalking ? 1.0f : _runStepLengthen));
        }
        else
        {
            _camera.transform.localPosition = _localSpaceCameraPos;
        }

        // Update broadcasters
        _broadcastPosition.value  = transform.position;
        _broadcastDirection.value = transform.forward;
    }