@nikitasalnikov
Новичок

Настройка персонажа?

Здравствуйте. Решил изучать Unity 3d по созданию игр совместно с изучением C#. пока еще чайник. так вот на одном из этапов создания персонажа в юнити, я скачал двух в assets store. один выдавал ошибку в скрипте при попытке запуска и подвигать его стрелками. Удалил его. Второй двигает и прыгает. но двигается только вперед. как сделать чтобы реагировал на стрелки и двигался в разные стороны? я так понял это надо в скрипте прописывать движения во все направления?
using UnityEngine;
#if UNITY_5_3_OR_NEWER
using UnityEngine.SceneManagement;
#endif

namespace Invector.CharacterController
{
    public class vThirdPersonInput : MonoBehaviour
    {
        #region variables

        [Header("Default Inputs")]
        public string horizontalInput = "Horizontal";
        public string verticallInput = "Vertical";
        public KeyCode jumpInput = KeyCode.Space;
        public KeyCode strafeInput = KeyCode.Tab;
        public KeyCode sprintInput = KeyCode.LeftShift;

        [Header("Camera Settings")]
        public string rotateCameraXInput ="Mouse X";
        public string rotateCameraYInput = "Mouse Y";

        protected vThirdPersonCamera tpCamera;                // acess camera info        
        [HideInInspector]
        public string customCameraState;                    // generic string to change the CameraState        
        [HideInInspector]
        public string customlookAtPoint;                    // generic string to change the CameraPoint of the Fixed Point Mode        
        [HideInInspector]
        public bool changeCameraState;                      // generic bool to change the CameraState        
        [HideInInspector]
        public bool smoothCameraState;                      // generic bool to know if the state will change with or without lerp  
        [HideInInspector]
        public bool keepDirection;                          // keep the current direction in case you change the cameraState

        protected vThirdPersonController cc;                // access the ThirdPersonController component                

        #endregion

        protected virtual void Start()
        {
            CharacterInit();
        }

        protected virtual void CharacterInit()
        {
            cc = GetComponent<vThirdPersonController>();
            if (cc != null)
                cc.Init();

            tpCamera = FindObjectOfType<vThirdPersonCamera>();
            if (tpCamera) tpCamera.SetMainTarget(this.transform);

            Cursor.visible = false;
            Cursor.lockState = CursorLockMode.Locked;
        }

        protected virtual void LateUpdate()
        {
            if (cc == null) return;             // returns if didn't find the controller		    
            InputHandle();                      // update input methods
            UpdateCameraStates();               // update camera states
        }

        protected virtual void FixedUpdate()
        {
            cc.AirControl();
            CameraInput();
        }

        protected virtual void Update()
        {
            cc.UpdateMotor();                   // call ThirdPersonMotor methods               
            cc.UpdateAnimator();                // call ThirdPersonAnimator methods		               
        }

        protected virtual void InputHandle()
        {
            ExitGameInput();
            CameraInput();

            if (!cc.lockMovement)
            {
                MoveCharacter();
                SprintInput();
                StrafeInput();
                JumpInput();
            }
        }

        #region Basic Locomotion Inputs      

        protected virtual void MoveCharacter()
        {            
            cc.input.x = Input.GetAxis(horizontalInput);
            cc.input.y = Input.GetAxis(verticallInput);
        }

        protected virtual void StrafeInput()
        {
            if (Input.GetKeyDown(strafeInput))
                cc.Strafe();
        }

        protected virtual void SprintInput()
        {
            if (Input.GetKeyDown(sprintInput))
                cc.Sprint(true);
            else if(Input.GetKeyUp(sprintInput))
                cc.Sprint(false);
        }

        protected virtual void JumpInput()
        {
            if (Input.GetKeyDown(jumpInput))
                cc.Jump();
        }

        protected virtual void ExitGameInput()
        {
            // just a example to quit the application 
            if (Input.GetKeyDown(KeyCode.Escape))
            {
                if (!Cursor.visible)
                    Cursor.visible = true;
                else
                    Application.Quit();
            }
        }

        #endregion

        #region Camera Methods

        protected virtual void CameraInput()
        {
            if (tpCamera == null)
                return;
            var Y = Input.GetAxis(rotateCameraYInput);
            var X = Input.GetAxis(rotateCameraXInput);

            tpCamera.RotateCamera(X, Y);

            // tranform Character direction from camera if not KeepDirection
            if (!keepDirection)
                cc.UpdateTargetDirection(tpCamera != null ? tpCamera.transform : null);
            // rotate the character with the camera while strafing        
            RotateWithCamera(tpCamera != null ? tpCamera.transform : null);            
        }

        protected virtual void UpdateCameraStates()
        {
            // CAMERA STATE - you can change the CameraState here, the bool means if you want lerp of not, make sure to use the same CameraState String that you named on TPCameraListData
            if (tpCamera == null)
            {
                tpCamera = FindObjectOfType<vThirdPersonCamera>();
                if (tpCamera == null)
                    return;
                if (tpCamera)
                {
                    tpCamera.SetMainTarget(this.transform);
                    tpCamera.Init();
                }
            }            
        }

        protected virtual void RotateWithCamera(Transform cameraTransform)
        {
            if (cc.isStrafing && !cc.lockMovement && !cc.lockMovement)
            {                
                cc.RotateWithAnotherTransform(cameraTransform);                
            }
        }

        #endregion     
    }
}


using UnityEngine;
using System.Collections;

namespace Invector.CharacterController
{
    public class vThirdPersonController : vThirdPersonAnimator
    {
        protected virtual void Start()
        {
#if !UNITY_EDITOR
                Cursor.visible = false;
#endif
        }

        public virtual void Sprint(bool value)
        {                                   
            isSprinting = value;            
        }

        public virtual void Strafe()
        {
            if (locomotionType == LocomotionType.OnlyFree) return;
            isStrafing = !isStrafing;
        }

        public virtual void Jump()
        {
            // conditions to do this action
            bool jumpConditions = isGrounded && !isJumping;
            // return if jumpCondigions is false
            if (!jumpConditions) return;
            // trigger jump behaviour
            jumpCounter = jumpTimer;            
            isJumping = true;
            // trigger jump animations            
            if (_rigidbody.velocity.magnitude < 1)
                animator.CrossFadeInFixedTime("Jump", 0.1f);
            else
                animator.CrossFadeInFixedTime("JumpMove", 0.2f);
        }

        public virtual void RotateWithAnotherTransform(Transform referenceTransform)
        {
            var newRotation = new Vector3(transform.eulerAngles.x, referenceTransform.eulerAngles.y, transform.eulerAngles.z);
            transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.Euler(newRotation), strafeRotationSpeed * Time.fixedDeltaTime);
            targetRotation = transform.rotation;
        }
    }
}

using UnityEngine;
using UnityEditor;
using System.Collections;
using Invector;

[CanEditMultipleObjects]
[CustomEditor(typeof(Invector.CharacterController.vThirdPersonInput),true)]
public class vThirdPersonInputEditor : Editor
{
    GUISkin skin;

    public override void OnInspectorGUI()
    {
        if (!skin) skin = Resources.Load("skin") as GUISkin;
        GUI.skin = skin;

        GUILayout.BeginVertical("INPUT MANAGER", "window");

        EditorGUILayout.Space();
        EditorGUILayout.Space();
        EditorGUILayout.Space();
        EditorGUILayout.Space();

        EditorGUILayout.BeginVertical();        
       
        base.OnInspectorGUI();
        
        GUILayout.Space(10);
             

        GUILayout.EndVertical();
        EditorGUILayout.EndVertical();

        EditorGUILayout.Space();
        EditorGUILayout.Space();
    }
}
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