【Unity3D日常开发】(四)实现角色移动行走之官方Demo移动代码分析
【摘要】 推荐阅读CSDN主页GitHub开源地址Unity3D插件分享简书地址我的个人博客QQ群:1040082875 一、前言我们在使用官方的资源包的时候,会发现官方案例中自带的人物控制器非常好用,下面就将官方的资源包中的人物控制器的脚本进行分析。一是为了理解学习代码,二是为了让大家有一个清晰的认识。下载资源包:Unity2018官方标准资源包有的就不用下载了,如果没有的话下载下来,导入到Unit...
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一、前言
我们在使用官方的资源包的时候,会发现官方案例中自带的人物控制器非常好用,下面就将官方的资源包中的人物控制器的脚本进行分析。
一是为了理解学习代码,二是为了让大家有一个清晰的认识。
下载资源包:
有的就不用下载了,如果没有的话下载下来,导入到Unity中。
解压后,可以看到很多的.unitypackage后缀的文件:
将Characters.unitypackage这个文件导入到Unity中即可。
然后打开Assets->Standard Assets ->Characters ->FirstPersonCharacter ->Prefabs文件夹:
选择预制体拖入到场景中就可以使用了。
二、使用
有两个预制体
FPSController.cs
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
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
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
using UnityStandardAssets.Utility;
using Random = UnityEngine.Random;
namespace UnityStandardAssets.Characters.FirstPerson
{
//自动添加关联的脚本
[RequireComponent(typeof (CharacterController))]
[RequireComponent(typeof (AudioSource))]
public class FirstPersonController : MonoBehaviour
{
//判断是否在走
[SerializeField] private bool m_IsWalking;
//走路的速度
[SerializeField] private float m_WalkSpeed;
//奔跑的速度
[SerializeField] private float m_RunSpeed;
//模仿随机行走的速度
[SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;
//跳跃速度
[SerializeField] private float m_JumpSpeed;
//判断是否在空中,如果在空中接给一个下降的力
[SerializeField] private float m_StickToGroundForce;
//重力
[SerializeField] private float m_GravityMultiplier;
//视角控制脚本
[SerializeField] private MouseLook m_MouseLook;
[SerializeField] private bool m_UseFovKick;
//FovKick脚本
[SerializeField] private FOVKick m_FovKick = new FOVKick();
[SerializeField] private bool m_UseHeadBob;
[SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob();
[SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();
[SerializeField] private float m_StepInterval;
[SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from.
[SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground.
[SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground.
private Camera m_Camera;
private bool m_Jump;
private float m_YRotation;
private Vector2 m_Input;
private Vector3 m_MoveDir = Vector3.zero;
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;
private AudioSource m_AudioSource;
// Use this for initialization
private void Start()
{
m_CharacterController = GetComponent<CharacterController>();
m_Camera = Camera.main;
m_OriginalCameraPosition = m_Camera.transform.localPosition;
m_FovKick.Setup(m_Camera);
m_HeadBob.Setup(m_Camera, m_StepInterval);
m_StepCycle = 0f;
m_NextStep = m_StepCycle/2f;
m_Jumping = false;
m_AudioSource = GetComponent<AudioSource>();
m_MouseLook.Init(transform , m_Camera.transform);
}
// Update is called once per frame
private void Update()
{
//视角控制
RotateView();
// the jump state needs to read here to make sure it is not missed
//跳转状态判断
if (!m_Jump)
{
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
}
//判断是否在地面上
if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
{
StartCoroutine(m_JumpBob.DoBobCycle());
PlayLandingSound();
m_MoveDir.y = 0f;
m_Jumping = false;
}
//不在地面上,并且不在跳跃状态
if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
{
m_MoveDir.y = 0f;
}
m_PreviouslyGrounded = m_CharacterController.isGrounded;
}
//播放降落的声音
private void PlayLandingSound()
{
m_AudioSource.clip = m_LandSound;
m_AudioSource.Play();
m_NextStep = m_StepCycle + .5f;
}
//控制人物行走
private void FixedUpdate()
{
float speed;
GetInput(out speed);
// always move along the camera forward as it is the direction that it being aimed at
//始终沿着摄像机向前移动,因为它是瞄准的方向
Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;
// get a normal for the surface that is being touched to move along it
//得到一个正常的表面,被触摸移动它
RaycastHit hitInfo;
Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
m_CharacterController.height/2f);
desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
m_MoveDir.x = desiredMove.x*speed;
m_MoveDir.z = desiredMove.z*speed;
if (m_CharacterController.isGrounded)
{
m_MoveDir.y = -m_StickToGroundForce;
if (m_Jump)
{
m_MoveDir.y = m_JumpSpeed;
PlayJumpSound();
m_Jump = false;
m_Jumping = true;
}
}
else
{
m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
}
m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);
ProgressStepCycle(speed);
UpdateCameraPosition(speed);
}
//播放跳跃的声音
private void PlayJumpSound()
{
m_AudioSource.clip = m_JumpSound;
m_AudioSource.Play();
}
private void ProgressStepCycle(float speed)
{
if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
{
m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
Time.fixedDeltaTime;
}
if (!(m_StepCycle > m_NextStep))
{
return;
}
m_NextStep = m_StepCycle + m_StepInterval;
PlayFootStepAudio();
}
//播放脚本的声音
private void PlayFootStepAudio()
{
if (!m_CharacterController.isGrounded)
{
return;
}
// pick & play a random footstep sound from the array,
// excluding sound at index 0
int n = Random.Range(1, m_FootstepSounds.Length);
m_AudioSource.clip = m_FootstepSounds[n];
m_AudioSource.PlayOneShot(m_AudioSource.clip);
// move picked sound to index 0 so it's not picked next time
m_FootstepSounds[n] = m_FootstepSounds[0];
m_FootstepSounds[0] = m_AudioSource.clip;
}
//控制摄像机的视角移动
private void UpdateCameraPosition(float speed)
{
Vector3 newCameraPosition;
if (!m_UseHeadBob)
{
return;
}
if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
{
m_Camera.transform.localPosition =
m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
(speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
newCameraPosition = m_Camera.transform.localPosition;
newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
}
else
{
newCameraPosition = m_Camera.transform.localPosition;
newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
}
m_Camera.transform.localPosition = newCameraPosition;
}
//获得键盘输入
private void GetInput(out float speed)
{
// Read input
float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
float vertical = CrossPlatformInputManager.GetAxis("Vertical");
bool waswalking = m_IsWalking;
#if !MOBILE_INPUT
// On standalone builds, walk/run speed is modified by a key press.
// keep track of whether or not the character is walking or running
m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
// set the desired speed to be walking or running
speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
m_Input = new Vector2(horizontal, vertical);
// normalize input if it exceeds 1 in combined length:
if (m_Input.sqrMagnitude > 1)
{
m_Input.Normalize();
}
// handle speed change to give an fov kick
// only if the player is going to a run, is running and the fovkick is to be used
if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
{
StopAllCoroutines();
StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
}
}
//选择视角到正常角度
private void RotateView()
{
m_MouseLook.LookRotation (transform, m_Camera.transform);
}
//控制器碰撞反应
private void OnControllerColliderHit(ControllerColliderHit hit)
{
Rigidbody body = hit.collider.attachedRigidbody;
//dont move the rigidbody if the character is on top of it
if (m_CollisionFlags == CollisionFlags.Below)
{
return;
}
if (body == null || body.isKinematic)
{
return;
}
body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
}
}
}
其中核心的,让人物角色移动的代码:
m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);
m_CollisionFlags 碰撞检测的旗标
m_CharacterController 角色的CharacterController组件
m_MoveDir 当前移动的方向乘上键盘获得的输入得到的值
Time.fixedDeltaTime 固定的时间增量
其中如果要解除鼠标锁定的话可以到这个脚本中修改。
鼠标视角脚本 MouseLook
//更新鼠标锁定的状态的
public void UpdateCursorLock()
{
//if the user set "lockCursor" we check & properly lock the cursos
if (lockCursor)
InternalLockUpdate();
}
//控制鼠标锁定
private void InternalLockUpdate()
{
if (Input.GetKeyUp(KeyCode.Escape))
{
m_cursorIsLocked = false;
}
else if (Input.GetMouseButtonUp(1))
{
m_cursorIsLocked = true;
}
if (m_cursorIsLocked)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
else if (!m_cursorIsLocked)
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
刚体第一人称控制器 RigidbodyFirstPersonController
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
namespace UnityStandardAssets.Characters.FirstPerson
{
//自动添加关联的脚本
[RequireComponent(typeof (Rigidbody))]
[RequireComponent(typeof (CapsuleCollider))]
public class RigidbodyFirstPersonController : MonoBehaviour
{
[Serializable]
public class MovementSettings
{
//前进速度
public float ForwardSpeed = 8.0f; // Speed when walking forward
//后退速度
public float BackwardSpeed = 4.0f; // Speed when walking backwards
//走路时速度横向
public float StrafeSpeed = 4.0f; // Speed when walking sideways
//奔跑的速度
public float RunMultiplier = 2.0f; // Speed when sprinting
//奔跑键设置为LeftShift
public KeyCode RunKey = KeyCode.LeftShift;
//跳跃的力
public float JumpForce = 30f;
//动画曲线,用在了模型动画播放时的碰撞盒缩放及重力调节
public AnimationCurve SlopeCurveModifier = new AnimationCurve(new Keyframe(-90.0f, 1.0f), new Keyframe(0.0f, 1.0f), new Keyframe(90.0f, 0.0f));
//当前的目标速度
[HideInInspector] public float CurrentTargetSpeed = 8f;
#if !MOBILE_INPUT
private bool m_Running;
#endif
//更新所需的目标速度
public void UpdateDesiredTargetSpeed(Vector2 input)
{
if (input == Vector2.zero) return;
if (input.x > 0 || input.x < 0)
{
//strafe
CurrentTargetSpeed = StrafeSpeed;
}
if (input.y < 0)
{
//backwards
CurrentTargetSpeed = BackwardSpeed;
}
if (input.y > 0)
{
//forwards
//handled last as if strafing and moving forward at the same time forwards speed should take precedence
CurrentTargetSpeed = ForwardSpeed;
}
#if !MOBILE_INPUT
if (Input.GetKey(RunKey))
{
CurrentTargetSpeed *= RunMultiplier;
m_Running = true;
}
else
{
m_Running = false;
}
#endif
}
#if !MOBILE_INPUT
public bool Running
{
get { return m_Running; }
}
#endif
}
//高级设置
[Serializable]
public class AdvancedSettings
{
//检查控制器是否接地的距离(0.01f似乎最适合这个)
public float groundCheckDistance = 0.01f; // distance for checking if the controller is grounded ( 0.01f seems to work best for this )
//停止这个角色
public float stickToGroundHelperDistance = 0.5f; // stops the character
//当没有输入时控制器到达停止的速度
public float slowDownRate = 20f; // rate at which the controller comes to a stop when there is no input
//用户能够控制在空气中移动的方向吗
public bool airControl; // can the user control the direction that is being moved in the air
}
public Camera cam;
public MovementSettings movementSettings = new MovementSettings();
public MouseLook mouseLook = new MouseLook();
public AdvancedSettings advancedSettings = new AdvancedSettings();
private Rigidbody m_RigidBody;
private CapsuleCollider m_Capsule;
private float m_YRotation;
private Vector3 m_GroundContactNormal;
private bool m_Jump, m_PreviouslyGrounded, m_Jumping, m_IsGrounded;
public Vector3 Velocity
{
get { return m_RigidBody.velocity; }
}
public bool Grounded
{
get { return m_IsGrounded; }
}
public bool Jumping
{
get { return m_Jumping; }
}
public bool Running
{
get
{
#if !MOBILE_INPUT
return movementSettings.Running;
#else
return false;
#endif
}
}
private void Start()
{
m_RigidBody = GetComponent<Rigidbody>();
m_Capsule = GetComponent<CapsuleCollider>();
mouseLook.Init (transform, cam.transform);
}
private void Update()
{
//控制视角转动到正常位置
RotateView();
//跳跃状态判断转移
if (CrossPlatformInputManager.GetButtonDown("Jump") && !m_Jump)
{
m_Jump = true;
}
}
//移动函数
private void FixedUpdate()
{
//判断底部与地面的距离
GroundCheck();
//获得输入
Vector2 input = GetInput();
//如果检测到键盘有输入的话
if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && (advancedSettings.airControl || m_IsGrounded))
{
// always move along the camera forward as it is the direction that it being aimed at
//始终沿着摄像机向前移动,因为它是瞄准的方向
Vector3 desiredMove = cam.transform.forward*input.y + cam.transform.right*input.x;
desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized;
desiredMove.x = desiredMove.x*movementSettings.CurrentTargetSpeed;
desiredMove.z = desiredMove.z*movementSettings.CurrentTargetSpeed;
desiredMove.y = desiredMove.y*movementSettings.CurrentTargetSpeed;
//判断刚体上面的速度向量的平方是否 小于 当前移动速度的平方
if (m_RigidBody.velocity.sqrMagnitude <
(movementSettings.CurrentTargetSpeed*movementSettings.CurrentTargetSpeed))
{
//给刚体添加一个向前的作用力
m_RigidBody.AddForce(desiredMove*SlopeMultiplier(), ForceMode.Impulse);
}
}
//是否在地面上,判断跳跃
if (m_IsGrounded)
{
m_RigidBody.drag = 5f;
if (m_Jump)
{
m_RigidBody.drag = 0f;
m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z);
m_RigidBody.AddForce(new Vector3(0f, movementSettings.JumpForce, 0f), ForceMode.Impulse);
m_Jumping = true;
}
if (!m_Jumping && Mathf.Abs(input.x) < float.Epsilon && Mathf.Abs(input.y) < float.Epsilon && m_RigidBody.velocity.magnitude < 1f)
{
m_RigidBody.Sleep();
}
}
else
{
m_RigidBody.drag = 0f;
if (m_PreviouslyGrounded && !m_Jumping)
{
StickToGroundHelper();
}
}
m_Jump = false;
}
//斜率乘数
private float SlopeMultiplier()
{
float angle = Vector3.Angle(m_GroundContactNormal, Vector3.up);
return movementSettings.SlopeCurveModifier.Evaluate(angle);
}
//判断是否在地面上,不在地面上就落在地面上
private void StickToGroundHelper()
{
RaycastHit hitInfo;
if (Physics.SphereCast(transform.position, m_Capsule.radius, Vector3.down, out hitInfo,
((m_Capsule.height/2f) - m_Capsule.radius) +
advancedSettings.stickToGroundHelperDistance))
{
if (Mathf.Abs(Vector3.Angle(hitInfo.normal, Vector3.up)) < 85f)
{
m_RigidBody.velocity = Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal);
}
}
}
//检测键盘输入
private Vector2 GetInput()
{
Vector2 input = new Vector2
{
x = CrossPlatformInputManager.GetAxis("Horizontal"),
y = CrossPlatformInputManager.GetAxis("Vertical")
};
movementSettings.UpdateDesiredTargetSpeed(input);
return input;
}
//视角移动
private void RotateView()
{
//avoids the mouse looking if the game is effectively paused
if (Mathf.Abs(Time.timeScale) < float.Epsilon) return;
// get the rotation before it's changed
float oldYRotation = transform.eulerAngles.y;
mouseLook.LookRotation (transform, cam.transform);
if (m_IsGrounded || advancedSettings.airControl)
{
// Rotate the rigidbody velocity to match the new direction that the character is looking
Quaternion velRotation = Quaternion.AngleAxis(transform.eulerAngles.y - oldYRotation, Vector3.up);
m_RigidBody.velocity = velRotation*m_RigidBody.velocity;
}
}
/// sphere cast down just beyond the bottom of the capsule to see if the capsule is colliding round the bottom
//球体在胶囊的底部被压下,看看胶囊是否在底部碰撞
private void GroundCheck()
{
m_PreviouslyGrounded = m_IsGrounded;
RaycastHit hitInfo;
if (Physics.SphereCast(transform.position, m_Capsule.radius, Vector3.down, out hitInfo,
((m_Capsule.height/2f) - m_Capsule.radius) + advancedSettings.groundCheckDistance))
{
m_IsGrounded = true;
m_GroundContactNormal = hitInfo.normal;
}
else
{
m_IsGrounded = false;
m_GroundContactNormal = Vector3.up;
}
if (!m_PreviouslyGrounded && m_IsGrounded && m_Jumping)
{
m_Jumping = false;
}
}
}
}
其中核心的人物角色移动代码:
m_RigidBody.AddForce(desiredMove*SlopeMultiplier(), ForceMode.Impulse);
desiredMove: 这个是获取到摄像机正前方 x 键盘输入 Vertical的值,摄像机右边 x 键盘输入 Horizontal的值
SlopeMuliplier: 是斜率乘数,说白了就是摩擦力 反作用力
ForceMode 作用力方式 枚举类型
(1)ForceMode.Force:默认方式,使用刚体的质量计算,以每帧间隔时间为单位计算动量。
(2)ForceMode.Acceleration:在此种作用方式下会忽略刚体的实际质量而采用默认值1.0f,时间间隔以系统帧频间隔计算(默认值为0.02s)
(3)ForceMode.Impulse:此种方式采用瞬间力作用方式,即把t的值默认为1,不再采用系统的帧频间隔
(4)ForceMode.VelocityChange:此种作用方式下将忽略刚体的实际质量,采用默认质量1.0,同时也忽略系统的实际帧频间隔,采用默认间隔1.0
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