天天看点

3Dunity教材笔记

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PlayerMovement : MonoBehaviour
{
    public float turnSpeed = 20.0f;

    Animator m_Animator;
    Rigidbody m_Rigidbody;
    Vector3 m_Movement;
    Quaternion m_Rotation = Quaternion.identity;

    void Start()
    {
        m_Animator = GetComponent<Animator>();
        m_Rigidbody = GetComponent<Rigidbody>();
    }

    void FixedUpdate()
    {
        float horizontal = Input.GetAxis("Horizontal");
        float vertical = Input.GetAxis("Vertical");

        m_Movement.Set(horizontal, 0.0f, vertical);
        m_Movement.Normalize(); //规范化,使对角线移动大小为1

        bool hasHorizontalInput = !Mathf.Approximately(horizontal, 0.0f);   //无限接近时返回true
        bool hasVerticalInput = !Mathf.Approximately(vertical, 0.0f);       //函数返回true时代表没有移动,所以加!变为false

        bool isWalking = hasHorizontalInput || hasVerticalInput;
        m_Animator.SetBool("IsWalking", isWalking);//改变动画状态机

        Vector3 desiredForward = Vector3.RotateTowards(transform.forward, m_Movement, turnSpeed * Time.deltaTime, 0.0f);

        m_Rotation = Quaternion.LookRotation(desiredForward);
    }

    void OnAnimatorMove()
    {
        m_Rigidbody.MovePosition(m_Rigidbody.position + m_Movement * m_Animator.deltaPosition.magnitude);
        m_Rigidbody.MoveRotation(m_Rotation);
    }
}
           

3DUnity教材笔记

继续阅读