移動與旋轉 1
player角色隨asdw按鍵左右上下移動並旋轉
1 public void Update() 2 { 3 // Reset player rotation to look in the same direction as the camera. 4 Quaternion tempRotation = myCamera.transform.rotation; 5 tempRotation.x = 0; 6 tempRotation.z = 0; 7 myTransform.rotation = tempRotation; 8 9 float xMovement = Input.GetAxis("Horizontal");// The horizontal movement. 10 float zMovement = Input.GetAxis("Vertical");// The vertical movement. 11 12 // Are whe grounded, yes then move. 13 if (IsGrounded()) { 14 15 //Move player the same distance in each direction. Player must move in a circular motion. 16 float tempAngle = Mathf.Atan2(zMovement,xMovement); //獲取到鍵盤輸入的弧度 17 18 xMovement *= Mathf.Abs(Mathf.Cos(tempAngle));//將鍵盤座標系的弧度轉換為新座標系的x座標(當斜邊為1時cos弧度求到x) 19 zMovement *= Mathf.Abs(Mathf.Sin(tempAngle));//同理求到y 20 21 moveDirection = new Vector3(xMovement, 0, zMovement); //得到方向 22 23 moveDirection = myTransform.TransformDirection(moveDirection); 24 moveDirection *= moveSpeed; 25 26 // Make the player jump. 27 if (Input.GetButton("Jump")) 28 { 29 moveDirection.y = jumpSpeed; //跳躍 30 // TODO Add jump animation. 31 } 32 } 33 34 // Apply gravity. 35 moveDirection.y -= gravity * Time.deltaTime; //重力 36 37 // Are we moving. 38 if(moveDirection.x == 0 && moveDirection.z == 0) 39 { 40 if(animator!=null) 41 { 42 animator.SetBool("run", false); //停止移動後停止播放動畫 43 } 44 } 45 else 46 { 47 // Make rotation object(The child object that contains animation) rotate to direction we are moving in. 48 Vector3 temp = myTransform.position; 49 temp.x += xMovement; //得到下一個目標點 50 temp.z += zMovement; 51 myRotationObject.localRotation = Quaternion.Slerp(myRotationObject.localRotation, Quaternion.LookRotation(temp-myTransform.position), rotationSpeed * Time.deltaTime); //使角色平滑轉向下一個目標點 52 if(animator!=null) 53 { 54 animator.SetBool("run", true); 55 } 56 } 57 58 controller.Move(moveDirection * Time.deltaTime); //開始移動 59 }