unity标准资源包FirstPersonController的分析
2017-05-29 14:54
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1.鼠标转动
基类MouseLook,负责处理鼠标转向和准星是否锁定,这个比较简单
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
namespace UnityStandardAssets.Characters.FirstPerson
{
[Serializable]
public class MouseLook
{
public float XSensitivity = 2f; //x轴灵敏度
public float YSensitivity = 2f; //y轴灵敏地
public bool clampVerticalRotation = true; //是否限制俯仰角
public float MinimumX = -90F; //最小俯角
public float MaximumX = 90F; //最大仰角
public bool smooth;
public float smoothTime = 5f;
public bool lockCursor = true; //锁定准星
private Quaternion m_CharacterTargetRot; //这个是角色的属性
private Quaternion m_CameraTargetRot; //这个是摄像机的属性,这里有必要说下,
//这里鼠标控制的横向转动是角色转,角色带动摄像机转,但竖着转动是摄像机转,角色不动
//这样就可以避免出现角色扭曲的情况
private bool m_cursorIsLocked = true;
public void Init(Transform character, Transform camera)
{
m_CharacterTargetRot = character.localRotation;
m_CameraTargetRot = camera.localRotation;
}
public void LookRotation(Transform character, Transform camera)
{
float yRot = CrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity;
float xRot = CrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity;//x和y轴的转动角度
m_CharacterTargetRot *= Quaternion.Euler (0f, yRot, 0f); //数学关系,不懂= =
m_CameraTargetRot *= Quaternion.Euler (-xRot, 0f, 0f);
if(clampVerticalRotation)
m_CameraTargetRot = ClampRotationAroundXAxis (m_CameraTargetRot); //得到俯仰角
if(smooth) //平滑鼠标,第一人称大部分都不需要,所以不看这个
{
character.localRotation = Quaternion.Slerp (character.localRotation, m_CharacterTargetRot,
smoothTime * Time.deltaTime);
camera.localRotation = Quaternion.Slerp (camera.localRotation, m_CameraTargetRot,
smoothTime * Time.deltaTime);
}
else
{
character.localRotation = m_CharacterTargetRot; //更新坐标,发现这里更新的是两部分,也就是角色和摄像机
camera.localRotation = m_CameraTargetRot;
}
UpdateCursorLock(); //处理准星是否锁定的问题
}
public void SetCursorLock(bool value)
{
lockCursor = value;
if(!lockCursor)
{//we force unlock the cursor if the user disable the cursor locking helper
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
public void UpdateCursorLock()
{
//if the user set
4000
"lockCursor" we check & properly lock the cursos
if (lockCursor)
InternalLockUpdate();
}
private void InternalLockUpdate()//如果要锁定准星,执行这个方法
{
if(Input.GetKeyUp(KeyCode.Escape))
{
m_cursorIsLocked = false; //按下Esc取消锁定
}
else if(Input.GetMouseButtonUp(0))
{
m_cursorIsLocked = true;
}
if (m_cursorIsLocked) //锁定
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
else if (!m_cursorIsLocked) //取消锁定
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
//个人感觉这个m_cursorIsLocked没有必要.....
}
Quaternion ClampRotationAroundXAxis(Quaternion q)//Clamp俯仰角
{
q.x /= q.w;
q.y /= q.w;
q.z /= q.w;
q.w = 1.0f;
float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x);
angleX = Mathf.Clamp (angleX, MinimumX, MaximumX);
q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX);
return q;
}
}
}主要功能在LookRotation()方法上,大体思路就是通过输入得到x和y的转动角,再通过ClampRotationAroundXAxis()方法限制一下俯仰角,最后判断何时锁定准星就可以了。注意这里横着是角色转,带动摄像机转,竖着是摄像机转,角色不转。
在主类FirstPersonController的Update()方法下运行(LookRotation被封装在RotateView()中),在FixUpdated()方法下运行UpdateCursorLock()方法
2.移动,跳跃,人物碰撞
在主类FirstPersonController中,运动之类的都放到FixedUpdate()中,检测跳跃按钮是否按下的在Update()方法里,通过GetInput()方法获取到输入,判断好是走还是跑,然后在FixedUpdate()里通过m_CharacterController.Move()方法让角色运动起来,并通过isGrounded属性判断跳跃的情况,应该有个用球形碰撞检测斜坡的,但是暂时没看懂,碰撞到其他物体后通过OnControllerColliderHit()回调函数执行给碰到的物体的加力的操作。
先给出FirstPersonController类的变量定义和初始化
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;
private void Start()
{
m_CharacterController = GetComponent<CharacterController>(); //加载角色控制器
m_Camera = Camera.main; //得到摄像机
m_OriginalCameraPosition = m_Camera.transform.localPosition; //得到摄像机一开始的位置
m_FovKick.Setup(m_Camera);
m_HeadBob.Setup(m_Camera, m_StepInterval);
m_StepCycle = 0f;
m_NextStep = m_StepCycle/2f;
m_Jumping = false; //跳跃状态=false
m_AudioSource = GetComponent<AudioSource>();
m_MouseLook.Init(transform , m_Camera.transform);
}
}下面是调用到的函数
镜头晃动共有两种情况,一种是刚落地的时候镜头会往下压调用LerpControlledBob类对象,第二种是跑动或者行走的时候镜头的正常晃动调用CurveControlledBob类对象。
刚落地的情况是在Update()方法下的if (!m_PreviouslyGrounded && m_CharacterController.isGrounded){}条件下调用StartCoroutine(m_JumpBob.DoBobCycle());
这个方法也会影响跳跃晃动
脚步声分两种,一个是跳跃,一个是走跑
用AudioClip播放
着陆是在Update()方法下的PlayLandingSound(),跳跃是在FixedUpdate()下的PlayJumpSound();比较好找
走跑是在FixedUpdate()下的ProgressStepCycle(speed)
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 PlayFootStepAudio()
{
if (!m_CharacterController.isGrounded)
{
return;
}
// 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
;
m_AudioSource.PlayOneShot(m_AudioSource.clip);
// move picked sound to index 0 so it's not picked next time
m_FootstepSounds
= m_FootstepSounds[0];
m_FootstepSounds[0] = m_AudioSource.clip;
}脚步声通过ProgressStepCycle()调用
目前我只发现奔跑的时候Fov会变大,行走时恢复,没看到有其他的效果
通过FOVKick类对象在主类的GetInput()方法调用StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
总体来说,就是通过FirstPersonController类
调用MouseLook类对象处理鼠标转向
调用CharacterController类对象处理运动碰撞
调用LerpControlledBob和CurveControlledBob类对象处理摄像机晃动
调用AudioSource类对象处理声音
调用FOVKick类对象处理Fov变化
剩下的可以再细细研究了
本来我想比着这个轮子再造一个更清晰点的,把CharacterController类的调用再单独封装到一个类中,结果却发现在基类里调用CharacterController得不到,空指针,在面板上序列化才可以使用,但是每次都得开始游戏后在scene界面手动给它赋值,可能是因为我的对象是new出来的吧,不用new了也是不行,所以后来干脆放弃了(白琢磨几百行代码了T_T)。越来越感觉unity的c#跟平时用到的c#不能一样用,必定有些坑等着我们踩。。。
基类MouseLook,负责处理鼠标转向和准星是否锁定,这个比较简单
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
namespace UnityStandardAssets.Characters.FirstPerson
{
[Serializable]
public class MouseLook
{
public float XSensitivity = 2f; //x轴灵敏度
public float YSensitivity = 2f; //y轴灵敏地
public bool clampVerticalRotation = true; //是否限制俯仰角
public float MinimumX = -90F; //最小俯角
public float MaximumX = 90F; //最大仰角
public bool smooth;
public float smoothTime = 5f;
public bool lockCursor = true; //锁定准星
private Quaternion m_CharacterTargetRot; //这个是角色的属性
private Quaternion m_CameraTargetRot; //这个是摄像机的属性,这里有必要说下,
//这里鼠标控制的横向转动是角色转,角色带动摄像机转,但竖着转动是摄像机转,角色不动
//这样就可以避免出现角色扭曲的情况
private bool m_cursorIsLocked = true;
public void Init(Transform character, Transform camera)
{
m_CharacterTargetRot = character.localRotation;
m_CameraTargetRot = camera.localRotation;
}
public void LookRotation(Transform character, Transform camera)
{
float yRot = CrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity;
float xRot = CrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity;//x和y轴的转动角度
m_CharacterTargetRot *= Quaternion.Euler (0f, yRot, 0f); //数学关系,不懂= =
m_CameraTargetRot *= Quaternion.Euler (-xRot, 0f, 0f);
if(clampVerticalRotation)
m_CameraTargetRot = ClampRotationAroundXAxis (m_CameraTargetRot); //得到俯仰角
if(smooth) //平滑鼠标,第一人称大部分都不需要,所以不看这个
{
character.localRotation = Quaternion.Slerp (character.localRotation, m_CharacterTargetRot,
smoothTime * Time.deltaTime);
camera.localRotation = Quaternion.Slerp (camera.localRotation, m_CameraTargetRot,
smoothTime * Time.deltaTime);
}
else
{
character.localRotation = m_CharacterTargetRot; //更新坐标,发现这里更新的是两部分,也就是角色和摄像机
camera.localRotation = m_CameraTargetRot;
}
UpdateCursorLock(); //处理准星是否锁定的问题
}
public void SetCursorLock(bool value)
{
lockCursor = value;
if(!lockCursor)
{//we force unlock the cursor if the user disable the cursor locking helper
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
public void UpdateCursorLock()
{
//if the user set
4000
"lockCursor" we check & properly lock the cursos
if (lockCursor)
InternalLockUpdate();
}
private void InternalLockUpdate()//如果要锁定准星,执行这个方法
{
if(Input.GetKeyUp(KeyCode.Escape))
{
m_cursorIsLocked = false; //按下Esc取消锁定
}
else if(Input.GetMouseButtonUp(0))
{
m_cursorIsLocked = true;
}
if (m_cursorIsLocked) //锁定
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
else if (!m_cursorIsLocked) //取消锁定
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
//个人感觉这个m_cursorIsLocked没有必要.....
}
Quaternion ClampRotationAroundXAxis(Quaternion q)//Clamp俯仰角
{
q.x /= q.w;
q.y /= q.w;
q.z /= q.w;
q.w = 1.0f;
float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x);
angleX = Mathf.Clamp (angleX, MinimumX, MaximumX);
q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX);
return q;
}
}
}主要功能在LookRotation()方法上,大体思路就是通过输入得到x和y的转动角,再通过ClampRotationAroundXAxis()方法限制一下俯仰角,最后判断何时锁定准星就可以了。注意这里横着是角色转,带动摄像机转,竖着是摄像机转,角色不转。
在主类FirstPersonController的Update()方法下运行(LookRotation被封装在RotateView()中),在FixUpdated()方法下运行UpdateCursorLock()方法
2.移动,跳跃,人物碰撞
在主类FirstPersonController中,运动之类的都放到FixedUpdate()中,检测跳跃按钮是否按下的在Update()方法里,通过GetInput()方法获取到输入,判断好是走还是跑,然后在FixedUpdate()里通过m_CharacterController.Move()方法让角色运动起来,并通过isGrounded属性判断跳跃的情况,应该有个用球形碰撞检测斜坡的,但是暂时没看懂,碰撞到其他物体后通过OnControllerColliderHit()回调函数执行给碰到的物体的加力的操作。
先给出FirstPersonController类的变量定义和初始化
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;
private void Start()
{
m_CharacterController = GetComponent<CharacterController>(); //加载角色控制器
m_Camera = Camera.main; //得到摄像机
m_OriginalCameraPosition = m_Camera.transform.localPosition; //得到摄像机一开始的位置
m_FovKick.Setup(m_Camera);
m_HeadBob.Setup(m_Camera, m_StepInterval);
m_StepCycle = 0f;
m_NextStep = m_StepCycle/2f;
m_Jumping = false; //跳跃状态=false
m_AudioSource = GetComponent<AudioSource>();
m_MouseLook.Init(transform , m_Camera.transform);
}
}下面是调用到的函数
private void Update() { RotateView(); // the jump state needs to read here to make sure it is not missed if (!m_Jump) { m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); //按下跳跃键 } if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)//处理刚落地的情况 { StartCoroutine(m_JumpBob.DoBobCycle()); //镜头摇晃 PlayLandingSound();//播放声音 m_MoveDir.y = 0f; m_Jumping = false; } if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)//刚起跳的时候 { m_MoveDir.y = 0f; } m_PreviouslyGrounded = m_CharacterController.isGrounded; } private void FixedUpdate() { float speed; //定义速度,行走还是跑动两个速度二选一 GetInput(out speed); //键盘输入并决定是跑还是走,将移动方向存到m_Input中,注意跳的输入放在了Update()里 // always move along the camera forward as it is the direction that it being aimed at Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x; //将m_Input从二维转存到三维中去 // get a normal for the surface that is being touched to move along it RaycastHit hitInfo; /* * Physics.SphereCast, 进行一次球形的碰撞 * param: * origin, 触碰的起始点 * radius, 球形的半径 * direction, 碰撞的方向 * hitInfo, 碰撞的结果 * maxDistance, 碰撞到的最大距离 * layerMask, 碰撞层,所有的都可以碰撞 * queryTriggerInteraction, 是否要触发triiger */ Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo, m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore); //进行球形碰撞,碰撞到的信息存储到了hitInfo中 desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized; //看不懂 m_MoveDir.x = desiredMove.x*speed; m_MoveDir.z = desiredMove.z*speed; if (m_CharacterController.isGrounded) { m_MoveDir.y =-m_StickToGroundForce; if (m_Jump)//跳跃情况 { m_MoveDir.y = m_JumpSpeed;//跳跃速度 PlayJumpSound();//播放声音 m_Jump = false; m_Jumping = true; } } else { m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;//不在地上的时候收到重力作用 } m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime); //通过CharacterController类的Move()方法移动 //move方法不处理重力 //m_CollisionFlags是一个存储着在路上碰撞到物体跟角色相对位置的枚举变量 ProgressStepCycle(speed); //处理脚步声 UpdateCameraPosition(speed);//处理镜头晃动 m_MouseLook.UpdateCursorLock(); //处理准星锁定非锁定 } private void GetInput(out float speed) { // Read input float horizontal = CrossPlatformInputManager.GetAxis("Horizontal"); float vertical = CrossPlatformInputManager.GetAxis("Vertical"); bool waswalking = m_IsWalking; //定义一个正在walking的bool值 #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 m_IsWalking = !Input.GetKey(KeyCode.LeftShift); //按住shift让m_IsWalking转换成跑步状态 #endif // set the desired speed to be walking or running speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed; //按照跑动还是行走的逻辑决定速度 m_Input = new Vector2(horizontal, vertical); // normalize input if it exceeds 1 in combined length: if (m_Input.sqrMagnitude > 1) //如果移动二维向量的模大于1,把它转换成单位向量 { m_Input.Normalize(); //不知道有啥用,可能是控制玩家速度是均匀的吧,不会存在斜着走更快 } // 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 if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0) { StopAllCoroutines(); StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown()); } } private void OnControllerColliderHit(ControllerColliderHit hit)//当角色碰到物体的时候 { 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);//给碰到的物体加力 }3.镜头晃动
镜头晃动共有两种情况,一种是刚落地的时候镜头会往下压调用LerpControlledBob类对象,第二种是跑动或者行走的时候镜头的正常晃动调用CurveControlledBob类对象。
刚落地的情况是在Update()方法下的if (!m_PreviouslyGrounded && m_CharacterController.isGrounded){}条件下调用StartCoroutine(m_JumpBob.DoBobCycle());
using System; using System.Collections; using UnityEngine; namespace UnityStandardAssets.Utility { [Serializable] public class LerpControlledBob { public float BobDuration; //晃动持续时间 public float BobAmount; //往下晃动的深度 private float m_Offset = 0f; // provides the offset that can be used public float Offset() { return m_Offset; } public IEnumerator DoBobCycle() { // make the camera move down slightly //下降 float t = 0f; while (t < BobDuration)//计时器 { m_Offset = Mathf.Lerp(0f, BobAmount, t/BobDuration);//计算补偿 t += Time.deltaTime; yield return new WaitForFixedUpdate();//等待FixedUpdate()方法执行完 } // make it move back to neutral //上升恢复 t = 0f; while (t < BobDuration) { m_Offset = Mathf.Lerp(BobAmount, 0f, t/BobDuration); t += Time.deltaTime; yield return new WaitForFixedUpdate(); } m_Offset = 0f; } } }行走跑步晃动的是FixedUpdate()方法下的UpdateCameraPosition(speed);
这个方法也会影响跳跃晃动
private void UpdateCameraPosition(float speed) { Vector3 newCameraPosition; //定义摄像机要移动到的位置 if (!m_UseHeadBob) { return; } if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)//玩家在地上运动的时候 { m_Camera.transform.localPosition = m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)));//求出一个晃动速度,让摄像机晃动 newCameraPosition = m_Camera.transform.localPosition; newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset(); } else { newCameraPosition = m_Camera.transform.localPosition; newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset(); } m_Camera.transform.localPosition = newCameraPosition; }4.脚步声
脚步声分两种,一个是跳跃,一个是走跑
用AudioClip播放
着陆是在Update()方法下的PlayLandingSound(),跳跃是在FixedUpdate()下的PlayJumpSound();比较好找
走跑是在FixedUpdate()下的ProgressStepCycle(speed)
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 PlayFootStepAudio()
{
if (!m_CharacterController.isGrounded)
{
return;
}
// 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
;
m_AudioSource.PlayOneShot(m_AudioSource.clip);
// move picked sound to index 0 so it's not picked next time
m_FootstepSounds
= m_FootstepSounds[0];
m_FootstepSounds[0] = m_AudioSource.clip;
}脚步声通过ProgressStepCycle()调用
private void ProgressStepCycle(float speed) { 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; } if (!(m_StepCycle > m_NextStep)) { return; } m_NextStep = m_StepCycle + m_StepInterval; PlayFootStepAudio(); }5FOV
目前我只发现奔跑的时候Fov会变大,行走时恢复,没看到有其他的效果
通过FOVKick类对象在主类的GetInput()方法调用StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
using System; using System.Collections; using UnityEngine; namespace UnityStandardAssets.Utility { [Serializable] public class FOVKick { public Camera Camera; // optional camera setup, if null the main camera will be used [HideInInspector] public float originalFov; // the original fov public float FOVIncrease = 3f; // the amount the field of view increases when going into a run public float TimeToIncrease = 1f; // the amount of time the field of view will increase over a5b9 public float TimeToDecrease = 1f; // the amount of time the field of view will take to return to its original size public AnimationCurve IncreaseCurve; public void Setup(Camera camera) { CheckStatus(camera); Camera = camera; originalFov = camera.fieldOfView; } private void CheckStatus(Camera camera) { if (camera == null) { throw new Exception("FOVKick camera is null, please supply the camera to the constructor"); } if (IncreaseCurve == null) { throw new Exception( "FOVKick Increase curve is null, please define the curve for the field of view kicks"); } } public void ChangeCamera(Camera camera) { Camera = camera; } public IEnumerator FOVKickUp() { float t = Mathf.Abs((Camera.fieldOfView - originalFov)/FOVIncrease); while (t < TimeToIncrease) { Camera.fieldOfView = originalFov + (IncreaseCurve.Evaluate(t/TimeToIncrease)*FOVIncrease); t += Time.deltaTime; yield return new WaitForEndOfFrame(); } } public IEnumerator FOVKickDown() { float t = Mathf.Abs((Camera.fieldOfView - originalFov)/FOVIncrease); while (t > 0) { Camera.fieldOfView = originalFov + (IncreaseCurve.Evaluate(t/TimeToDecrease)*FOVIncrease); t -= Time.deltaTime; yield return new WaitForEndOfFrame(); } //make sure that fov returns to the original size Camera.fieldOfView = originalFov; } } }通过计时器,方法类似,就不说了
总体来说,就是通过FirstPersonController类
调用MouseLook类对象处理鼠标转向
调用CharacterController类对象处理运动碰撞
调用LerpControlledBob和CurveControlledBob类对象处理摄像机晃动
调用AudioSource类对象处理声音
调用FOVKick类对象处理Fov变化
剩下的可以再细细研究了
本来我想比着这个轮子再造一个更清晰点的,把CharacterController类的调用再单独封装到一个类中,结果却发现在基类里调用CharacterController得不到,空指针,在面板上序列化才可以使用,但是每次都得开始游戏后在scene界面手动给它赋值,可能是因为我的对象是new出来的吧,不用new了也是不行,所以后来干脆放弃了(白琢磨几百行代码了T_T)。越来越感觉unity的c#跟平时用到的c#不能一样用,必定有些坑等着我们踩。。。
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