Ejemplo 1: guión de movimiento de unity 3d 2020
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
CharacterController characterController;
public float MovementSpeed =1;
public float Gravity = 9.8f;
private float velocity = 0;
private void Start()
{
characterController = GetComponent<CharacterController>();
}
void Update()
{
// player movement - forward, backward, left, right
float horizontal = Input.GetAxis("Horizontal") * MovementSpeed;
float vertical = Input.GetAxis("Vertical") * MovementSpeed;
characterController.Move((Vector3.right * horizontal + Vector3.forward * vertical) * Time.deltaTime);
// Gravity
if(characterController.isGrounded)
{
velocity = 0;
}
else
{
velocity -= Gravity * Time.deltaTime;
characterController.Move(new Vector3(0, velocity, 0));
}
}
}
Ejemplo 2: unidad de movimiento 3d
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class playerMovement : MonoBehaviour {
public float speed = 25.0F;
public float jumpSpeed = 8.0F;
public float gravity = 20.0F;
private Vector3 moveDirection = Vector3.zero;
private float turner;
private float looker;
public float sensitivity = 5;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
CharacterController controller = GetComponent<CharacterController>();
// is the controller on the ground?
if (controller.isGrounded) {
//Feed moveDirection with input.
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
moveDirection = transform.TransformDirection(moveDirection);
//Multiply it by speed.
moveDirection *= speed;
//Jumping
if (Input.GetButton("Jump")moveDirection.y = jumpSpeed; } turner = Input.GetAxis ("Mouse X")* sensitivity; looker = -Input.GetAxis ("Mouse Y")* sensitivity; if(turner != 0){ //Code for action on mouse moving right transform.eulerAngles += new Vector3 (0,turner,0); } if(looker != 0){ //Code for action on mouse moving right transform.eulerAngles += new Vector3 (looker,0,0); } //Applying gravity to the controller moveDirection.y -= gravity * Time.deltaTime; //Making the character move controller.Move(moveDirection * Time.deltaTime); } }
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