我这里有一段代码可以让玩家朝摄像机的方向移动。动作有效,但玩家穿过墙壁,我尝试向 p[层添加一个盒子对撞机,但那没有用。我尝试添加一个刚体,但它限制了我在 x 和 z 轴上的运动,但我的游戏设置在水下,我需要玩家能够在面朝上的情况下游上去。
有人可以帮助我吗。
using UnityEngine;
使用系统集合;
公共课 Movement1 : MonoBehaviour {
/*
wasd : basic movement
shift : Makes camera accelerate */
public float sensX;
public float sensY;
public Transform orientation;
float xRotation;
float yRotation;
float mainSpeed = 5.0f; //regular speed
float shiftAdd = 8.0f; //multiplied by how long shift is held. Running
float maxShift = 12.0f; //Maximum speed when holdin gshift
float camSens = 0.25f; //How sensitive the mouse is
private Vector3 lastMouse = new Vector3(255, 255, 255); //sets mouse near the middle
private float totalRun= 1.0f;
private void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
void Update () {
float mouseX = Input.GetAxisRaw("Mouse X") * Time.deltaTime * sensX;
float mouseY = Input.GetAxisRaw("Mouse Y") * Time.deltaTime * sensY;
yRotation += mouseX;
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -90f, 90f);
transform.rotation = Quaternion.Euler(xRotation, yRotation, 0);
orientation.rotation = Quaternion.Euler(0, yRotation, 0);
//Keyboard commands
float f = 0.0f;
Vector3 p = GetBaseInput();
if (p.sqrMagnitude > 0){ // only move while a direction key is pressed
if (Input.GetKey (KeyCode.LeftShift)){
totalRun += Time.deltaTime;
p = p * totalRun * shiftAdd;
p.x = Mathf.Clamp(p.x, -maxShift, maxShift);
p.y = Mathf.Clamp(p.y, -maxShift, maxShift);
p.z = Mathf.Clamp(p.z, -maxShift, maxShift);
} else {
totalRun = Mathf.Clamp(totalRun * 0.5f, 1f, 1000f);
p = p * mainSpeed;
}
p = p * Time.deltaTime;
Vector3 newPosition = transform.position;
if (Input.GetKey(KeyCode.Space)){ //If player wants to move on X and Z axis only
transform.Translate(p);
newPosition.x = transform.position.x;
newPosition.z = transform.position.z;
transform.position = newPosition;
} else {
transform.Translate(p);
}
}
}
private Vector3 GetBaseInput() { //returns the basic values, if it's 0 than it's not active.
Vector3 p_Velocity = new Vector3();
if (Input.GetKey (KeyCode.W)){
p_Velocity += new Vector3(0, 0 , 1);
}
if (Input.GetKey (KeyCode.S)){
p_Velocity += new Vector3(0, 0, -1);
}
if (Input.GetKey (KeyCode.A)){
p_Velocity += new Vector3(-1, 0, 0);
}
if (Input.GetKey (KeyCode.D)){
p_Velocity += new Vector3(1, 0, 0);
}
return p_Velocity;
}
}
刚体的概念相信大家可能不是很清楚。当您将 rigidBody 组件添加到您的对象时,这意味着它现在受到重力和其他统一物理力学的影响,例如阻力和力。
所以,如果你正在使用刚体,用
transform.position += ...
改变玩家位置可能不是一个好主意,你应该使用rigiBody.AddForce()
,这样统一物理引擎会为你计算运动。
其他选项,可能更适合您的情况是禁用刚体中的重力,将参数重力比例设置为 0。这样您就可以使用
transform.position += ...
在所有轴上自由移动刚体。你可能正在挣扎,因为当你试图改变它的 Y 位置时,重力将你的刚体向下推。