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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
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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);
}
}
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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;
}
}
}
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