this.transform.Translate(new Vector3(0, 0, walkspeed * Time.deltaTime
时间: 2024-05-18 08:17:52 浏览: 9
这是一个Unity中的代码,它将当前对象沿着Z轴方向移动。其中walkspeed是移动速度,Time.deltaTime是每帧之间的时间差,保证移动速度不受帧率的影响。Vector3(0, 0, walkspeed * Time.deltaTime)是一个三维向量,表示沿着X轴、Y轴、Z轴移动的距离,这里只有Z轴方向有值。
相关问题
解释一下以下代码并注释 if (playerPosture == PlayerPosture.Stand) { animator.SetFloat(postureHash, standThreshold, 0.1f, Time.deltaTime); switch (locomotionState) { case LocomotionState.Idle: animator.SetFloat(moveSpeedHash, 0, 0.1f, Time.deltaTime); break; case LocomotionState.Walk: animator.SetFloat(moveSpeedHash, playerMovement.magnitude * walkSpeed, 0.1f, Time.deltaTime); break; case LocomotionState.Run: animator.SetFloat(moveSpeedHash, playerMovement.magnitude * runSpeed, 0.1f, Time.deltaTime); break; } }
这段代码是一个条件语句,用于控制角色动画的播放。首先,判断玩家当前的姿势是否为站立状态,如果是,则执行下面的代码块。注释如下:
```c#
if (playerPosture == PlayerPosture.Stand) // 如果玩家当前姿势为站立状态
{
animator.SetFloat(postureHash, standThreshold, 0.1f, Time.deltaTime); // 设置动画状态机中名为 postureHash 的参数值为 standThreshold,0.1秒内平滑过渡,并考虑 Time.deltaTime
switch (locomotionState) // 根据角色的运动状态进行不同的处理
{
case LocomotionState.Idle: // 如果是 Idle 状态
animator.SetFloat(moveSpeedHash, 0, 0.1f, Time.deltaTime); // 将动画状态机中名为 moveSpeedHash 的参数值设置为 0,0.1秒内平滑过渡,并考虑 Time.deltaTime
break;
case LocomotionState.Walk: // 如果是 Walk 状态
animator.SetFloat(moveSpeedHash, playerMovement.magnitude * walkSpeed, 0.1f, Time.deltaTime); // 将动画状态机中名为 moveSpeedHash 的参数值设置为 playerMovement.magnitude * walkSpeed,0.1秒内平滑过渡,并考虑 Time.deltaTime
break;
case LocomotionState.Run: // 如果是 Run 状态
animator.SetFloat(moveSpeedHash, playerMovement.magnitude * runSpeed, 0.1f, Time.deltaTime); // 将动画状态机中名为 moveSpeedHash 的参数值设置为 playerMovement.magnitude * runSpeed,0.1秒内平滑过渡,并考虑 Time.deltaTime
break;
}
}
```
其中,`animator.SetFloat()` 方法用于设置动画状态机中的参数值,其中 `postureHash` 和 `moveSpeedHash` 分别是动画状态机中的参数名,`standThreshold`、`playerMovement.magnitude * walkSpeed`、`playerMovement.magnitude * runSpeed` 是对应参数的值。`locomotionState` 是角色的运动状态,可以是 Idle、Walk 或 Run,根据不同的状态设置不同的参数值,来实现角色动画的平滑过渡。
unity通用角色控制脚本【走.跑.跳.下蹲】
以下是一个基本的Unity角色控制脚本,包含走、跑、跳和下蹲功能:
```csharp
using UnityEngine;
public class CharacterController : MonoBehaviour
{
public float walkSpeed = 5.0f;
public float runSpeed = 10.0f;
public float jumpForce = 10.0f;
public float gravity = 20.0f;
public float crouchSpeed = 2.5f;
public float crouchHeight = 0.5f;
public float standingHeight = 2.0f;
private CharacterController controller;
private Vector3 moveDirection = Vector3.zero;
private float verticalVelocity = 0.0f;
private bool isCrouching = false;
void Start()
{
controller = GetComponent<CharacterController>();
controller.height = standingHeight;
}
void Update()
{
// Get input from player
float horizontal = Input.GetAxis("Horizontal");
float vertical = Input.GetAxis("Vertical");
bool run = Input.GetKey(KeyCode.LeftShift);
bool jump = Input.GetKeyDown(KeyCode.Space);
bool crouch = Input.GetKeyDown(KeyCode.LeftControl);
// Calculate movement direction and speed
Vector3 move = transform.right * horizontal + transform.forward * vertical;
moveDirection = Vector3.ClampMagnitude(move, 1.0f);
float speed = run ? runSpeed : walkSpeed;
// Apply gravity
if (controller.isGrounded)
{
verticalVelocity = 0.0f;
}
else
{
verticalVelocity -= gravity * Time.deltaTime;
}
// Apply jump force
if (jump && controller.isGrounded)
{
verticalVelocity = jumpForce;
}
// Apply crouch
if (crouch && !isCrouching)
{
controller.height = crouchHeight;
speed = crouchSpeed;
isCrouching = true;
}
else if (!crouch && isCrouching)
{
// Check if there is enough space to stand up
if (!Physics.SphereCast(transform.position, controller.radius, Vector3.up, standingHeight - crouchHeight))
{
controller.height = standingHeight;
speed = run ? runSpeed : walkSpeed;
isCrouching = false;
}
}
// Move the character
moveDirection *= speed;
moveDirection.y = verticalVelocity;
controller.Move(moveDirection * Time.deltaTime);
}
}
```
这个脚本需要附加到您的角色对象上,并且需要在 Unity 中进行设置,以便将正确的值分配给 `walkSpeed`、`runSpeed`、`jumpForce`、`gravity`、`crouchSpeed`、`crouchHeight` 和 `standingHeight` 变量。
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