public float moveSpeed = 1; void MoveByDir() { float h = Input.GetAxis("Horizontal"); transform.position += new Vector3 (-m_ForwardSpeeed,0,h * moveSpeed) *Time.deltaTime ; //Change_PlayerZ(true); transform.position = new Vector3(transform.position.x, transform.position.y, Mathf.Clamp(transform.position.z, -16, -3.88f)); } void moveByRoad() { transform.position += Vector3.left * m_ForwardSpeeed * Time.deltaTime; if (Input.GetKeyDown(KeyCode.A)) { if (roadIndex > 1) { roadIndex -= 1; } } else if (Input.GetKeyDown(KeyCode.D)) { if (roadIndex < 3) { roadIndex += 1; } } SetPos(); } public void Change_PlayerZ(bool IsAD) { if (IsAD) { if (transform.position.z == -14.7f) return; if (transform.position.z == -9.69f) { } else { transform.position = new Vector3(transform.position.x, transform.position.y, -9.69f); } } else { if (transform.position.z == -6.2f) return; else if (transform.position.z == -9.69f) { } else { } }
时间: 2023-06-16 08:02:28 浏览: 39
这段代码看起来像是一个在移动的游戏角色的控制器代码。其中包括两个移动方式:通过方向键控制左右移动和通过自动行驶的方式移动。在通过方向键控制移动时,使用了Input.GetAxis("Horizontal") 来获取水平方向的输入,然后通过 transform.position 来改变角色的位置。而在通过道路自动行驶的方式移动时,角色的移动是由 transform.position += Vector3.left * m_ForwardSpeeed * Time.deltaTime 来实现的,同时通过按下 A 和 D 键来控制角色在三条道路之间切换。此外,还有一个名为 Change_PlayerZ 的函数,但是在代码中的实现不完整,无法准确地判断该函数的作用。
相关问题
Unity角色移动怎么弄
A:Unity角色移动可以通过以下几种方法实现:
1. 使用Transform组件:在角色对象上添加Transform组件,通过代码控制Transform的position属性实现移动。例如:
```
public float moveSpeed = 5f;
void Update()
{
float horizontalInput = Input.GetAxis("Horizontal");
float verticalInput = Input.GetAxis("Vertical");
Vector3 movement = new Vector3(horizontalInput, 0f, verticalInput) * moveSpeed * Time.deltaTime;
transform.position += movement;
}
```
2. 使用Rigidbody组件:在角色对象上添加Rigidbody组件,并调整其属性,如mass、drag、gravity等,通过代码控制rigidbody的velocity实现移动。例如:
```
public float moveSpeed = 5f;
private Rigidbody rb;
void Start()
{
rb = GetComponent<Rigidbody>();
}
void FixedUpdate()
{
float horizontalInput = Input.GetAxis("Horizontal");
float verticalInput = Input.GetAxis("Vertical");
Vector3 movement = new Vector3(horizontalInput, 0f, verticalInput) * moveSpeed;
rb.velocity = movement;
}
```
3. 使用Character Controller组件:在角色对象上添加Character Controller组件,并调整其属性,如height、radius、slopeLimit等,通过代码控制controller的Move方法实现移动。例如:
```
public float moveSpeed = 5f;
private CharacterController controller;
void Start()
{
controller = GetComponent<CharacterController>();
}
void Update()
{
float horizontalInput = Input.GetAxis("Horizontal");
float verticalInput = Input.GetAxis("Vertical");
Vector3 movement = new Vector3(horizontalInput, 0f, verticalInput) * moveSpeed * Time.deltaTime;
controller.Move(movement);
}
```
以上三种方法都可以实现简单的角色移动,具体实现可以根据自己的需求进行调整和优化。
帮我写个unity人物移动及视角转动脚本
好的,我可以回答这个问题。以下是一个简单的Unity人物移动及视角转动脚本:
```
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float moveSpeed = 5f;
public float lookSensitivity = 3f;
private Camera playerCamera;
private Rigidbody playerRigidbody;
private float verticalLookRotation;
void Start()
{
playerCamera = Camera.main;
playerRigidbody = GetComponent<Rigidbody>();
}
void Update()
{
// 移动
float horizontal = Input.GetAxis("Horizontal");
float vertical = Input.GetAxis("Vertical");
Vector3 moveDirection = new Vector3(horizontal, f, vertical).normalized;
Vector3 moveVelocity = moveDirection * moveSpeed;
playerRigidbody.MovePosition(playerRigidbody.position + moveVelocity * Time.deltaTime);
// 视角转动
float mouseX = Input.GetAxis("Mouse X") * lookSensitivity;
float mouseY = Input.GetAxis("Mouse Y") * lookSensitivity;
verticalLookRotation += mouseY;
verticalLookRotation = Mathf.Clamp(verticalLookRotation, -90f, 90f);
playerCamera.transform.localEulerAngles = new Vector3(-verticalLookRotation, f, f);
transform.eulerAngles += Vector3.up * mouseX;
}
}
```
这个脚本可以让玩家使用 WASD 键移动人物,使用鼠标控制视角转动。希望对你有帮助!