close

此文章內容則是...遊戲設計很常用到的第一人稱,雖然Unity官方也很套件可以使用。

但是自己研究後,發現到滿有趣的,有興趣的玩家,不妨也來試試吧。

此功能有使用到Unity Editor 功能哦,請嘗試玩家注意。

 

詳細資料在於Google Blogger 部落格這裡,請點選

 

以下則是這次內容FPS 程式範例:

FPS (第一人稱) 腳本

mpleSmoothMouseLook (攝影機) 腳本

---------

Script (C#):

using UnityEngine;
using System.Collections;
using UnityEditor;

[RequireComponent(typeof(Animator))]
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(CapsuleCollider))]

public class FPS : MonoBehaviour {
    
    [MenuItem("PlayerMode/FPS")]
    static void Fps() {
        GameObject fps = new GameObject("FPS");
        fps.transform.position = Vector3.zero;

        // FPS add component
        fps.AddComponent();

        GameObject cam = new GameObject("Camera");
        cam.transform.parent = fps.transform;

        // Camera add component
        cam.AddComponent();
        cam.AddComponent();
        cam.AddComponent();
        cam.AddComponent();
        cam.AddComponent();
    }

    [SerializeField]
    float speed = 10.0f, gravity = 10.0f, maxVelocityChange = 10f, jumpHeight = 2.0f;
    [SerializeField]
    bool canJump = true;

    private bool grounded = false;

    Rigidbody rigidbody;
    CapsuleCollider playerCollider;

    void Awake(){
        rigidbody = GetComponent();
        rigidbody.freezeRotation = true;
        rigidbody.useGravity = false;
        gameObject.AddComponent();
    }

    void FixedUpdate() {

        if (grounded) {

            // Calculate how fast we should be moving
            Vector3 targetVelocity = new Vector3(Input.GetAxis("Horizontal") * speed,0, Input.GetAxis("Vertical")* speed);
            targetVelocity = transform.TransformDirection(targetVelocity);

            // Apply a force that attempts to reach our target velocity
            Vector3 velocity = rigidbody.velocity;
            Vector3 velocityChange = (targetVelocity - velocity);
            velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
            velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
            velocityChange.y = 0;
            rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);

            //Jump
            if (canJump && Input.GetButton("Jump"))
                rigidbody.velocity = new Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z);
        }
        rigidbody.AddForce(new Vector3(0,-gravity * rigidbody.mass, 0));
        grounded = false;
    }

    void OnCollisionStay()
    {
        grounded = true;
    }

    float CalculateJumpVerticalSpeed() {
        return Mathf.Sqrt(2 * jumpHeight * gravity);
    }
}

 

------------

Script (C#):

using UnityEngine;
using System.Collections;


[AddComponentMenu("Camera/Simple Smooth Mouse Look ")]
public class SimpleSmoothMouseLook : MonoBehaviour {

    Vector2 _mouseAbsolute;
    Vector2 _smoothMouse;

    public Vector2 clampInDegrees = new Vector2(360, 180);
    public bool lockCursor;
    public Vector2 sensitivity = new Vector2(2, 2);
    public Vector2 smoothing = new Vector2(3, 3);
    public Vector2 targetDirection;
    public Vector2 targetCharacterDirection;

    // Assign this if there's a parent object controlling motion, such as a Character Controller.
    // Yaw rotation will affect this object instead of the camera if set.
    public GameObject characterBody;

    void Start()
    {
        // Set target direction to the camera's initial orientation.
        targetDirection = transform.localRotation.eulerAngles;

        // Set target direction for the character body to its inital state.
        if (characterBody) targetCharacterDirection = characterBody.transform.localRotation.eulerAngles;
    }

    void Update()
    {
        // Ensure the cursor is always locked when set
        Screen.lockCursor = lockCursor;

        // Allow the script to clamp based on a desired target value.
        var targetOrientation = Quaternion.Euler(targetDirection);
        var targetCharacterOrientation = Quaternion.Euler(targetCharacterDirection);

        // Get raw mouse input for a cleaner reading on more sensitive mice.
        var mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));

        // Scale input against the sensitivity setting and multiply that against the smoothing value.
        mouseDelta = Vector2.Scale(mouseDelta, new Vector2(sensitivity.x * smoothing.x, sensitivity.y * smoothing.y));

        // Interpolate mouse movement over time to apply smoothing delta.
        _smoothMouse.x = Mathf.Lerp(_smoothMouse.x, mouseDelta.x, 1f / smoothing.x);
        _smoothMouse.y = Mathf.Lerp(_smoothMouse.y, mouseDelta.y, 1f / smoothing.y);

        // Find the absolute mouse movement value from point zero.
        _mouseAbsolute += _smoothMouse;

        // Clamp and apply the local x value first, so as not to be affected by world transforms.
        if (clampInDegrees.x < 360)
            _mouseAbsolute.x = Mathf.Clamp(_mouseAbsolute.x, -clampInDegrees.x * 0.5f, clampInDegrees.x * 0.5f);

        var xRotation = Quaternion.AngleAxis(-_mouseAbsolute.y, targetOrientation * Vector3.right);
        transform.localRotation = xRotation;

        // Then clamp and apply the global y value.
        if (clampInDegrees.y < 360)
            _mouseAbsolute.y = Mathf.Clamp(_mouseAbsolute.y, -clampInDegrees.y * 0.5f, clampInDegrees.y * 0.5f);

        transform.localRotation *= targetOrientation;

        // If there's a character body that acts as a parent to the camera
        if (characterBody)
        {
            var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, characterBody.transform.up);
            characterBody.transform.localRotation = yRotation;
            characterBody.transform.localRotation *= targetCharacterOrientation;
        }
        else
        {
            var yRotation = Quaternion.AngleAxis(_mouseAbsolute.x, transform.InverseTransformDirection(Vector3.up));
            transform.localRotation *= yRotation;
        }
    }
}

 

arrow
arrow
    文章標籤
    Unity 第一人稱 FPS Script
    全站熱搜
    創作者介紹
    創作者 Xauxas 的頭像
    Xauxas

    Xauxas 筆記

    Xauxas 發表在 痞客邦 留言(0) 人氣()