UNITY自带 First Person Controller

using System;using UnityEngine;using UnityStandardAssets.CrossPlatformInput;using UnityStandardAssets.Utility;using Random = UnityEngine.Random;namespace UnityStandardAssets.Characters.FirstPerson{    [RequireComponent(typeof (CharacterController))]    [RequireComponent(typeof (AudioSource))]    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;        // Use this for initialization        private void Start()        {            m_CharacterController = GetComponent();            m_Camera = Camera.main;            m_OriginalCameraPosition = m_Camera.transform.localPosition;            m_FovKick.Setup(m_Camera);            m_HeadBob.Setup(m_Camera, m_StepInterval);            m_StepCycle = 0f;            m_NextStep = m_StepCycle/2f;            m_Jumping = false;            m_AudioSource = GetComponent();

m_MouseLook.Init(transform , m_Camera.transform);

}

// Update is called once per frame

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");

}

if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)

{

StartCoroutine(m_JumpBob.DoBobCycle());

PlayLandingSound();

m_MoveDir.y = 0f;

m_Jumping = false;

}

if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)

{

m_MoveDir.y = 0f;

}

m_PreviouslyGrounded = m_CharacterController.isGrounded;

}

private void PlayLandingSound()

{

m_AudioSource.clip = m_LandSound;

m_AudioSource.Play();

m_NextStep = m_StepCycle + .5f;

}

private void FixedUpdate()

{

float speed;

GetInput(out speed);

// 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;

// get a normal for the surface that is being touched to move along it

RaycastHit hitInfo;

Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,

m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore);

desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;

m_MoveDir.x = desiredMove.x*speed;

m_MoveDir.z = desiredMove.z*speed;

if (m_CharacterController.isGrounded)

{

m_MoveDir.y = -m_StickToGroundForce;

if (m_Jump)

{

m_MoveDir.y = m_JumpSpeed;

PlayJumpSound();

m_Jump = false;

m_Jumping = true;

}

}

else

{

m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;

}

m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);

ProgressStepCycle(speed);

UpdateCameraPosition(speed);

m_MouseLook.UpdateCursorLock();

}

private void PlayJumpSound()

{

m_AudioSource.clip = m_JumpSound;

m_AudioSource.Play();

}

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();

}

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[n];

m_AudioSource.PlayOneShot(m_AudioSource.clip);

// move picked sound to index 0 so it's not picked next time

m_FootstepSounds[n] = m_FootstepSounds[0];

m_FootstepSounds[0] = m_AudioSource.clip;

}

private void UpdateCameraPosition(float speed)

{

Vector3 newCameraPosition;

if (!m_UseHeadBob)

{

return;

}

if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)

{

m_Camera.transform.localPosition =

m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +

(speed*(m_IsWalking ? 1f : m_RunstepLenghten)));

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;

}

private void GetInput(out float speed)

{

// Read input

float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");

float vertical = CrossPlatformInputManager.GetAxis("Vertical");

bool waswalking = m_IsWalking;

#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);

#endif

// set the desired speed to be walking or running

speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;

m_Input = new Vector2(horizontal, vertical);

// normalize input if it exceeds 1 in combined length:

if (m_Input.sqrMagnitude > 1)

{

m_Input.Normalize();

}

// 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 RotateView()

{

m_MouseLook.LookRotation (transform, m_Camera.transform);

}

private void OnControllerColliderHit(ControllerColliderHit hit)

{

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);

}

}

}

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