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【Unity3D】Unity自带组件—完成第一人称人物控制

2015-05-31 14:38 417 查看
1.导入unity自带的Character Controllers包

  


2.可以看到First Person Controller组件的构成

  


  Mouse Look() : 随鼠标的移动而使所属物体发生旋转

  FPSInput Controller() : 控制物体的移动

3.同样的,我们为自己的模型添加以上四个组件

  


  其中Mouse Look() 中的Axes属性,是调整围绕的旋转轴

  所谓第一人称就是,鼠标左右晃动则模型以X为轴进行旋转

  鼠标上下晃动则模型的腰关节以Z轴进行旋转

4.找到模型的腰关节,同样添加Mouse Look(),Axes的值为Y,修改Mouse Look()

using UnityEngine;
using System.Collections;

/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
///   -> A CharacterMotor and a CharacterController component will be automatically added.

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {

public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
public float sensitivityX = 15F;
public float sensitivityY = 15F;

public float minimumX = -360F;
public float maximumX = 360F;

public float minimumY = -60F;
public float maximumY = 60F;

private Vector3 eulerAngles;

float rotationY = 0F;

void LateUpdate ()
{
if (axes == RotationAxes.MouseXAndY)
{
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;

rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);

transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}
else if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
//----------********使Z轴旋转相应的鼠标偏移********----------//
transform.localEulerAngles = new Vector3(eulerAngles.x,eulerAngles.y,eulerAngles.z + rotationY);
}
}

void Start ()
{
// Make the rigid body not change rotation
if (GetComponent<Rigidbody>())
GetComponent<Rigidbody>().freezeRotation = true;
//----------********获得初始的旋转********----------//
eulerAngles = transform.localEulerAngles;
}
}


  上面代码中,值得注意的是LateUpdate(),原始的为Update(),因为模型默认会有动画在不停播放,

那么播放动画的Update()也会调用模型全身的骨骼,那么就会产生冲突,也就使腰部无法上下旋转。

所以将Update()改为LateUpdate(),后于动画播放的调用,即可。

  此时就可以将Main camera添加在模型腰部组件下

 

模型的左右旋转、观察上下的视野就完成了。

  
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