using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; using UnityStandardAssets.Utility; using Random = UnityEngine.Random; namespace UnityStandardAssets.Characters.FirstPerson { [RequireComponent(typeof (CharacterController))] [RequireComponent(typeof (AudioSource))] public class FirstPersonController : MonoBehaviour { [SerializeField] private bool m_IsWalking; [SerializeField] private float m_WalkSpeed; [SerializeField] private float m_RunSpeed; [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten; [SerializeField] private float m_JumpSpeed; [SerializeField] private float m_StickToGroundForce; [SerializeField] private float m_GravityMultiplier; [SerializeField] private MouseLook m_MouseLook; [SerializeField] private bool m_UseFovKick; [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() { //转向控制,调用MouseLook.LookRotation()方法,主要控制角色的Y轴旋转 //和角色相机的X轴旋转 RotateView(); // the jump state needs to read here to make sure it is not missed //记录是否跳起的状态值(如果是跳起状态跳过赋值,即跳起状态不能持续叠加) if (!m_Jump) { m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); } //判定跳起后落地的状态(前一帧为未落地,当前帧落地,此刻即为落地状态) if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) { //落地时使用一个协程模拟落地头部视角轻微抖动的过程 StartCoroutine(m_JumpBob.DoBobCycle()); PlayLandingSound(); m_MoveDir.y = 0f; m_Jumping = false; } //角色控制器(实际上是Collider)脚下没有碰撞体,非跳起状态,前一帧在地面 //此处判断为角色从高处跌落的瞬间 if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) { m_MoveDir.y = 0f; } //将当前帧的落地状态赋值给前一帧落地状态 m_PreviouslyGrounded = m_CharacterController.isGrounded; } private void PlayJumpSound() { m_AudioSource.clip = m_JumpSound; m_AudioSource.Play(); } private void PlayLandingSound() { m_AudioSource.clip = m_LandSound; m_AudioSource.Play(); m_NextStep = m_StepCycle + .5f; } private void FixedUpdate() { float speed; //获取输入并判断采取 步行速度/跑动速度 GetInput(out speed); // always move along the camera forward as it is the direction that it being aimed at // 角色当前移动的目标矢量 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 // 检测角色接触的平面,并将移动的目标矢量投影在该平面上,适用于遇到斜面时,速度会减小 // 同时角色的y轴就会有速度 RaycastHit hitInfo; Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo, m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore); desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized; m_MoveDir.x = desiredMove.x*speed; m_MoveDir.z = desiredMove.z*speed; // 前一帧如果在地面上 if (m_CharacterController.isGrounded) { // 未触发跳跃时,y方向上的值 m_MoveDir.y = -m_StickToGroundForce; // 触发跳跃后,y方向重新赋值 if (m_Jump) { m_MoveDir.y = m_JumpSpeed; PlayJumpSound(); m_Jump = false; m_Jumping = true; } } //如果不在地面上(跳起或是跌落) else { //施加重力 m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime; } m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime); ProgressStepCycle(speed); UpdateCameraPosition(speed); //更新当前是否需要 显示/隐藏 鼠标 箭头图标 m_MouseLook.UpdateCursorLock(); } // 处理脚步的周期,主要用来处理播放脚本声音的计时 private void ProgressStepCycle(float speed) { // 计算行走距离 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; } // 如果行走距离没有到达下一步的距离,退出 if (!(m_StepCycle > m_NextStep)) { return; } // 否则更新一下步的距离,同时播放脚步声音 m_NextStep = m_StepCycle + m_StepInterval; PlayFootStepAudio(); } private void PlayFootStepAudio() { if (!m_CharacterController.isGrounded) { return; } // 随机播放脚步声音 // 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; } // 更新相机位置(在启用行走时相机抖动的情况下,模拟人走动或跳起后落地时的视角抖动) private void UpdateCameraPosition(float speed) { Vector3 newCameraPosition; if (!m_UseHeadBob) { return; } // 如果角色在地面走动,通过DoHeadBob()函数得到相机的新位置 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 { // 如果角色没有在地面,落地时模拟视角上下的抖动 newCameraPosition = m_Camera.transform.localPosition; newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset(); } m_Camera.transform.localPosition = newCameraPosition; } //获取输入并判断采取 步行速度/跑动速度 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 //当没有按下 左Shift键 则为步行状态 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: // 如果输入的方向矢量长度大于1 归一化 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 //在启用视野变化的状态下,由步行状态和跑动状态切换时,进行视野的微小变化 if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0) { StopAllCoroutines(); StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown()); } } // 处理相机的旋转 private void RotateView() { m_MouseLook.LookRotation (transform, m_Camera.transform); } // 处理角色碰到刚体时 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); } } }
Unity FirstPersonController 解析
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转载自blog.csdn.net/u013477973/article/details/80587704
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