Rigidbody body = GetComponent<Rigidbody>();
body.freezeRotation = true;//禁止刚体旋转,FPSInput.cs
bool Input.GetAxis("Mouse Y") //鼠标往前后推,MouseLook.cs
bool Input.GetAxis("Mouse X")//鼠标往左右移动,MouseLook.cs
bool Input.GetAxis("Horizontal")//WS ↕ FPSInput.cs
bool Input.GetAxis("Vertical") //AD ↔ FPSInput.cs
bool Input.GetKeyDown(KeyCode.X)//输入X就xxx FPSInput.cs
float _rotationX=Mathf.Clamp(_rotationX, minhead, maxhead);//限制范围【minhead,maxhead】
MouseLook.cs
move = Vector3.ClampMagnitude(move, speed)//限制向量长度 FPSInput.cs
transform.Rotate(0, Input.GetAxis("Mouse X")*speedH, 0)//增量旋转 MouseLook.cs
transform.localEulerAngles=new Vector3( _rotationX, _rotationY,0);//设置旋转 MouseLook.cs
transform.localEulerAngles.y//获取当前的y轴旋转角度
move = transform.TransformDirection(move);//本地转全局变量
CharacterController _charController = GetComponent<CharacterController>();
_charController.Move(//Vector3 move* Time.deltaTime);//增量移动
_charController.isGrounded