unity3d 移动与旋转 2
这次的代码示例是配合动画系统使用的
4.3新的动画系统允许动画带有位置偏移,只需要在Animator组件中勾选Apply Root Motion我们就可以使用它了。
using UnityEngine; using System.Collections; public class DonePlayerMovement : MonoBehaviour { public AudioClip shoutingClip; // Audio clip of the player shouting. public float turnSmoothing = 15f; // A smoothing value for turning the player. public float speedDampTime = 0.1f; // The damping for the speed parameter private Animator anim; // Reference to the animator component. private DoneHashIDs hash; // Reference to the HashIDs. void Awake () { // Setting up the references. anim = GetComponent<Animator>(); hash = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent<DoneHashIDs>(); // Set the weight of the shouting layer to 1. anim.SetLayerWeight(1, 1f); } void FixedUpdate () { // Cache the inputs. float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); bool sneak = Input.GetButton("Sneak"); MovementManagement(h, v, sneak); } void Update () { // Cache the attention attracting input. bool shout = Input.GetButtonDown("Attract"); // Set the animator shouting parameter. anim.SetBool(hash.shoutingBool, shout); AudioManagement(shout); } void MovementManagement (float horizontal, float vertical, bool sneaking) { // Set the sneaking parameter to the sneak input. anim.SetBool(hash.sneakingBool, sneaking); // If there is some axis input... if(horizontal != 0f || vertical != 0f) { // ... set the players rotation and set the speed parameter to 5.5f. Rotating(horizontal, vertical); anim.SetFloat(hash.speedFloat, 5.5f, speedDampTime, Time.deltaTime); } else // Otherwise set the speed parameter to 0. anim.SetFloat(hash.speedFloat, 0); } void Rotating (float horizontal, float vertical) { // Create a new vector of the horizontal and vertical inputs. Vector3 targetDirection = new Vector3(horizontal, 0f, vertical); // Create a rotation based on this new vector assuming that up is the global y axis. Quaternion targetRotation = Quaternion.LookRotation(targetDirection, Vector3.up); // Create a rotation that is an increment closer to the target rotation from the player‘s rotation. Quaternion newRotation = Quaternion.Lerp(rigidbody.rotation, targetRotation, turnSmoothing * Time.deltaTime); // Change the players rotation to this new rotation. rigidbody.MoveRotation(newRotation); } void AudioManagement (bool shout) { // If the player is currently in the run state... if(anim.GetCurrentAnimatorStateInfo(0).nameHash == hash.locomotionState) { // ... and if the footsteps are not playing... if(!audio.isPlaying) // ... play them. audio.Play(); } else // Otherwise stop the footsteps. audio.Stop(); // If the shout input has been pressed... if(shout) // ... play the shouting clip where we are. AudioSource.PlayClipAtPoint(shoutingClip, transform.position); } }
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