论Unity_InputSystem如何使用(二)

首先让我们回到最开始的问题:
请使用InputSystem为一个3D对象制作通过键盘移动跳跃,鼠标攻击的脚本
我们已经编写了三个InputAction变量,分别是控制上下左右的Move,控制跳跃的Jump,控制攻击的Attack。

	[Header("移动")]
    public InputAction Move;
    [Header("攻击")]
    public InputAction Attack;
    [Header("跳跃")]
    public InputAction Jump;

然后我们需要在Inspector窗口中进行编辑,分别为Move绑定键盘上的WASD键,Jump绑定Space,Attack绑定鼠标左键。在这里插入图片描述
给这个3d物体添加Rigid body,再创建一个Sphere作为子弹,为其编写脚本。

Bullet

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Bullet : MonoBehaviour
{
    
    
    // Start is called before the first frame update
    void Start()
    {
    
    
        Destroy(this.gameObject, 2);
    }

    // Update is called once per frame
    void Update()
    {
    
    
        this.transform.Translate(Vector3.forward * 50 * Time.deltaTime);
    }
}

public class NewBehaviourScript : MonoBehaviour
{
    
    
    [Header("移动")]
    public InputAction Move;
    [Header("攻击")]
    public InputAction Attack;
    [Header("跳跃")]
    public InputAction Jump;
    Rigidbody rigi;
    //方向
    Vector3 dir;
    public GameObject bullet;
 
    void Start()
    {
    
    
        //启用
        Move.Enable();
        Attack.Enable();
        Jump.Enable();
        
        rigi = this.GetComponent<Rigidbody>();
        
        Jump.performed += (con) =>
        {
    
    
            rigi.AddForce(Vector3.up * 200);
        };

        Attack.performed += (con) =>
        {
    
    
            Instantiate(bullet, this.transform.position, Quaternion.LookRotation(this.transform.forward));
        };
       
    }

    void Update()
    {
    
    
        dir.x = Move.ReadValue<Vector2>().x;
        dir.z = Move.ReadValue<Vector2>().y;
        dir.y = 0;
        rigi.AddForce(dir * 10);
        

    }
}

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转载自blog.csdn.net/winds_tide/article/details/128832008