我有一個角色控制器動作,玩家可以在其中行走、奔跑和跳躍。但是,我面臨著跳躍的問題。邊走邊跳時,跳躍速度看起來不錯。但是在奔跑中跳躍時,跳躍速度相比奔跑速度來說太慢了。我怎樣才能解決這個問題?
這是我的代碼:
public class PlayerMovement : MonoBehaviour
{
[SerializeField] Transform playerCamera = null;
[SerializeField] float mouseSensitivity = 3.5f;
[SerializeField] float walkSpeed = 10.0f;
[SerializeField] float RunSpeed = 12.0f;
[SerializeField] float gravity = 9.81f;
[SerializeField] bool lockCursor = true;
[SerializeField] [Range(0.0f, 0.5f)] float moveSmoothTime = 0.3f;
public float jumpHeight = 3f;
Vector3 velocity;
public float verticalVelocity;
float cameraPitch = 0.0f;
CharacterController controller = null;
Vector2 currentDir = Vector2.zero;
Vector2 currentDirVelocity = Vector2.zero;
Vector2 currentMouseDelta = Vector2.zero;
Vector2 currentMouseDeltaVelocity = Vector2.zero;
void Start()
{
controller = GetComponent<CharacterController>();
if (lockCursor)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
void Update()
{
UpdateMouseLook();
UpdateMovement();
}
void UpdateMouseLook()
{
Vector2 targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, mouseSmoothTime);
cameraPitch -= currentMouseDelta.y * mouseSensitivity;
cameraPitch = Mathf.Clamp(cameraPitch, -90.0f, 90.0f);
playerCamera.localEulerAngles = Vector3.right * cameraPitch;
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity);
}
void UpdateMovement()
{
Vector2 targetDir = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
targetDir.Normalize();
currentDir = Vector2.SmoothDamp(currentDir, targetDir, ref currentDirVelocity, moveSmoothTime);
if (controller.isGrounded)
velocity.y = 0.0f;
velocity = (velocity.y < 0 ? Physics.gravity * 2 : Physics.gravity) * Time.deltaTime;
velocity = (transform.forward * currentDir.y transform.right * currentDir.x) * walkSpeed Vector3.up * velocity.y;
if (Input.GetKeyDown(KeyCode.J) && controller.isGrounded)
{
velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
velocity = (velocity.y < 0 ? Physics.gravity * 2 : Physics.gravity) * Time.deltaTime;
}
controller.Move(velocity * Time.deltaTime);
if ((Input.GetKey("left shift") || Input.GetKey("right shift")) && controller.isGrounded && !Input.GetKey(KeyCode.S) && !Input.GetKey(KeyCode.DownArrow))
{
velocity = (transform.forward * currentDir.y transform.right * currentDir.x) * RunSpeed Vector3.up * velocity.y;
controller.Move(velocity * Time.deltaTime);
}
}
uj5u.com熱心網友回復:
我優化了上面的代碼并洗掉了一些重復的代碼。我還注意到速度問題是由于isGrounded
身體中存在跑步條件,這使得跑步依賴于在地面上。這是播放器腳本:
public class Player : MonoBehaviour
{
[SerializeField] Transform playerCamera = null;
[SerializeField] float mouseSensitivity = 3.5f;
[SerializeField] float walkSpeed = 10.0f;
[SerializeField] float runSpeed = 12.0f;
[SerializeField] float gravity = 9.81f;
[SerializeField] bool lockCursor = true;
[SerializeField] [Range(0.0f, 0.5f)] float moveSmoothTime = 0.3f;
public float jumpHeight = 3f;
Vector3 velocity;
private float verticalVelocity;
private Vector3 inputVector;
float cameraPitch = 0.0f;
CharacterController controller = null;
Vector2 currentDir = Vector2.zero;
Vector3 currentDirVelocity = Vector3.zero;
Vector2 currentMouseDelta = Vector2.zero;
Vector2 currentMouseDeltaVelocity = Vector2.zero;
void Start()
{
controller = GetComponent<CharacterController>();
if (lockCursor)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
void Update()
{
UpdateMouseLook();
UpdateMovement();
}
void UpdateMouseLook()
{
var targetMouseDelta = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
currentMouseDelta = Vector2.SmoothDamp(currentMouseDelta, targetMouseDelta, ref currentMouseDeltaVelocity, moveSmoothTime);
cameraPitch -= currentMouseDelta.y * mouseSensitivity;
cameraPitch = Mathf.Clamp(cameraPitch, -90.0f, 90.0f);
playerCamera.localEulerAngles = Vector3.right * cameraPitch;
transform.Rotate(Vector3.up * currentMouseDelta.x * mouseSensitivity);
}
void UpdateMovement()
{
// jumping
var isGrounded = Physics.Raycast(transform.position, Vector3.down, 1.1f) && velocity.y <= 0;
if (isGrounded)
{
velocity.y = Input.GetKeyDown(KeyCode.Space) ? Mathf.Sqrt(jumpHeight) : 0f;
}
else
{
velocity = (velocity.y < 0 ? Physics.gravity * 2 : Physics.gravity) * Time.deltaTime;
}
controller.Move(velocity);
// movement
inputVector = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical")).normalized;
var smoothDamp = Vector3.SmoothDamp(inputVector, inputVector, ref currentDirVelocity, moveSmoothTime);
var runKey = (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) &&
!Input.GetKey(KeyCode.S) && !Input.GetKey(KeyCode.DownArrow);
controller.Move(smoothDamp * (runKey ? runSpeed : walkSpeed) * Time.deltaTime);
}
}
此外,這些設定也適用于高度為 2 的膠囊:
如果您的角色大于 2,請相應調整地面檢測的長度,raycast
因為controller.isGrounded
條件并不總是有效。
uj5u.com熱心網友回復:
當您使用角色控制器時,您需要針對所有情況進行所有計算。要獲得您正在尋找的結果,您可以在跳躍和步行速度之間進行計算。
另一種方法是使用剛體(鎖定旋轉)并增加跳躍和移動的力。
這兩個例子都在這里: https ://www.youtube.com/watch?v=b1uoLBp2I1w
轉載請註明出處,本文鏈接:https://www.uj5u.com/houduan/475308.html
標籤:unity3d
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