1. 程式人生 > >Unity第一人稱控制指令碼解析

Unity第一人稱控制指令碼解析

一個第一人稱控制視角的指令碼,類似官方提供的指令碼格式,但是比官方的更通俗易懂。

沒什麼廢話了,直接上程式碼:

using UnityEngine;
using System.Collections;

//第一人稱控制需要剛體和碰撞器
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(CapsuleCollider))]
public class PlayerController : MonoBehaviour {

    //把運動相關的引數,獨立出來
    [System.Serializable]
    public class MoveSetting
    {
        public float ForwarSpeed = 5f;
        public float BackSpeed = 3f;
        public float HorizonSpeed = 4f;

        public float RunValue = 2f;
        public float JumpForce = 50f;
    }
    //把視角相關的獨立出來
    [System.Serializable]
    public class MouseLook
    {
        public float XSensitive = 2f;
        public float YSensitive = 2f;
    }
    
    public MoveSetting moveSet;
    public MouseLook CameraSet;

    //當前速度
    private float currentSpeed;
    //一段跳
    private bool m_jump;
    //二段跳
    private bool m_jump2;

    //第一人稱,膠囊碰撞
    private CapsuleCollider m_capsule;
    //第一人稱,剛體
    private Rigidbody m_rigidbody;

    private Camera m_camera;
    //相機的Transform(減少Update中transform的呼叫)
    private Transform m_camTrans;
    //主角的Transform
    private Transform m_chaTrans;

    ////攝像機尤拉角
    //private Vector3 m_camRotate;
    ////主角的尤拉角
    //private Vector3 m_chaRotate;

    //攝像機旋轉四元數
    private Quaternion m_camQutation;
    //主角的旋轉四元數
    private Quaternion m_chaQutation;

    //爬坡的速度曲線
    public AnimationCurve SlopCurve;

    //是否在地面上
    private bool m_isOnGround;
    //地面法線向量
    private Vector3 curGroundNormal;

    // Use this for initialization
    void Start () {
        m_capsule = GetComponent<CapsuleCollider>();
        m_rigidbody = GetComponent<Rigidbody>();
        
        m_camera = Camera.main;
        m_camTrans = m_camera.transform;
        m_chaTrans = transform;

        //初始化引數
        m_camQutation = m_camTrans.rotation;
        m_chaQutation = m_chaTrans.rotation;
    }
	
	// Update is called once per frame
	void Update () {
        //視角轉動
        RotateView();

        if (Input.GetKeyDown(KeyCode.Space))
        {
            m_jump = true;
        }
    }

    //物理的運動,需要放到FixedUpdate中,固定幀率0.02秒,可在Edit.time中修改
    void FixedUpdate()
    {
        DoMove();
    }

    //檢視的旋轉
    void RotateView()
    {
        float xRot = Input.GetAxis("Mouse Y") * CameraSet.YSensitive;
        float yRot = Input.GetAxis("Mouse X") * CameraSet.XSensitive;

        //尤拉角使用
        //{
        //    m_camRotate += new Vector3(-xRot, 0f, 0f);
        //需要LocalEulerAnglers,否則攝像機和膠囊體會同時對相機旋轉起作用
        //    m_camTrans.localEulerAngles = m_camRotate;
        //    m_camRotate += new Vector3(0f, yRot, 0f);
        //    m_chaTrans.localEulerAngles = m_chaRotate;
        //}

        //四元數使用
        {
            m_camQutation *= Quaternion.Euler(-xRot, 0f, 0f);
            //限制旋轉角度在【-90,90】內
            m_camQutation = ClampRotation(m_camQutation);
            m_camTrans.localRotation = m_camQutation;

            m_chaQutation *= Quaternion.Euler(0f, yRot, 0f);
            m_chaTrans.localRotation = m_chaQutation;
        }
    }

    void DoMove()
    {
        //檢測地面
        CheckGround();
        //檢測前後左右輸入
        Vector2 input = GetInput();
        //更新當前速度,根據移動方向
        CaculateSpeed(input);

        //判斷是否有移動的速度,沒有就不給剛體施加力
        if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && m_isOnGround)
        {
            //計算方向力
            Vector3 desireMove = m_camTrans.forward * input.y + m_camTrans.right * input.x;
            //力在地面投影的向量的(單位向量)
            desireMove = Vector3.ProjectOnPlane(desireMove, curGroundNormal).normalized;
            desireMove.x = desireMove.x * currentSpeed;
            desireMove.y = 0;
            desireMove.z = desireMove.z * currentSpeed;

            //當前速度不能大於規定速度(Magnitude方法,需要開平方根,使用sqr節省運算)
            if (m_rigidbody.velocity.sqrMagnitude < currentSpeed * currentSpeed)
            {
                //給剛體施加(坡度計算後)的力
                m_rigidbody.AddForce(desireMove * SlopeValue(), ForceMode.Impulse);
            }
        }

        
        if(m_isOnGround)
        {
            m_rigidbody.drag = 5f;
            jumpTime = 0;
            //一段跳
            if (m_jump)
            {
                JumpUp();
            }
        }
        else
        {
            if(m_jump)
            {
                jumpTime++;
                //二段跳
                if (jumpTime < 2)
                {
                    JumpUp();
                }
            }
        }

        m_jump = false;
    }
    int jumpTime = 0;

    //跳躍方法
    void JumpUp()
    {
        m_rigidbody.drag = 0f;
        //把剛體的上下方向的速度先歸零
        m_rigidbody.velocity = new Vector3(m_rigidbody.velocity.x, 0f, m_rigidbody.velocity.z);
        m_rigidbody.AddForce(new Vector3(0, moveSet.JumpForce, 0), ForceMode.Impulse);
    }

    //檢測方向鍵輸入
    Vector2 GetInput()
    {
        Vector2 input = new Vector2
            (
            Input.GetAxis("Horizontal"),
            Input.GetAxis("Vertical")
            );
        //float horValue = Input.GetAxis("Horizontal");
        //float verValue = Input.GetAxis("Vertical");

        return input;
    }
    
    //計算 速度
    void CaculateSpeed(Vector2 _input)
    {
        currentSpeed = moveSet.ForwarSpeed;

        //橫向移動
        if(Mathf.Abs(_input.x)>float.Epsilon)
        {
            currentSpeed = moveSet.HorizonSpeed;
        }
        //前進後退
        else if (_input.y < 0)
        {
            currentSpeed = moveSet.BackSpeed;
        }
        //Shift跑加速
        if (Input.GetKey(KeyCode.LeftShift))
        {
            currentSpeed *= moveSet.RunValue;
        }
        //Ctrl下蹲減速
    }

    //爬坡引數
    float SlopeValue()
    {
        float angle = Vector3.Angle(curGroundNormal,Vector3.up);

        float value = SlopCurve.Evaluate(angle);
        return value;
    }

    //檢測地面
    void CheckGround()
    {
        RaycastHit hit;

        //球形碰撞檢測(第9個方法)
        if (Physics.SphereCast(m_capsule.transform.position,m_capsule.radius,Vector3.down,out hit,((m_capsule.height / 2 - m_capsule.radius)+0.01f)))
        {
            //獲取碰撞位置的發現向量
            curGroundNormal = hit.normal;
            m_isOnGround = true;
        }
        else
        {
            curGroundNormal = Vector3.up;
            m_isOnGround = false;
        }
    }

    void CheckBuffer()
    {
        RaycastHit hit;
        float speed = m_rigidbody.velocity.y;
        if (speed < 0)
        {
            if (Physics.SphereCast(m_capsule.transform.position, m_capsule.radius, Vector3.down, out hit, ((m_capsule.height / 2 - m_capsule.radius) + 1f)))
            {
                speed *= 0.5f;
                m_rigidbody.velocity = new Vector3(m_rigidbody.velocity.x, speed, m_rigidbody.velocity.z);
            }
        }
    }

    //四元數俯角,仰角限制
    Quaternion ClampRotation(Quaternion q)
    {
        //四元數的xyzw,分別除以同一個數,只改變模,不改變旋轉
        q.x /= q.w;
        q.y /= q.w;
        q.z /= q.w;
        q.w = 1;

        /*給定一個尤拉旋轉(X, Y, Z)(即分別繞x軸、y軸和z軸旋轉X、Y、Z度),則對應的四元數為
x = sin(Y/2)sin(Z/2)cos(X/2)+cos(Y/2)cos(Z/2)sin(X/2)
y = sin(Y/2)cos(Z/2)cos(X/2)+cos(Y/2)sin(Z/2)sin(X/2)
z = cos(Y/2)sin(Z/2)cos(X/2)-sin(Y/2)cos(Z/2)sin(X/2)
w = cos(Y/2)cos(Z/2)cos(X/2)-sin(Y/2)sin(Z/2)sin(X/2)
         */
         
        //得到推導公式[尤拉角x=2*Aan(q.x)]
        float angle = 2 * Mathf.Rad2Deg * Mathf.Atan(q.x);
        //限制速度
        angle = Mathf.Clamp(angle,-90f,90f);
        //反推出q的新x的值
        q.x = Mathf.Tan(Mathf.Deg2Rad * (angle / 2));

        return q;
    }
}