Unity/3d/FPS
提供: 初心者エンジニアの簡易メモ
FPS視点カメラ
- ヒエラルキーからCreateEmptyして新規オブジェクトを作成しオブジェクト名を"Player"とする
- MainCameraのオブジェクト名を"FSPCamera"へ変更
- Playerの下にFSPCameraを移動
- 以下csを作成してFPSCameraへドラッグ
FPSCamera.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; namespace FPS { public class FPSCamera : MonoBehaviour { private Transform _camTransform; //マウス操作の始点 private Vector3 _startMousePos; //カメラ回転の始点情報 private Vector3 _presentCamRotation; void Start() { _camTransform = this.gameObject.transform; } void Update() { //カメラの回転 マウス CameraRotationMouseControl(); } //カメラの回転 マウス private void CameraRotationMouseControl() { if (Input.GetMouseButtonDown(0)) { _startMousePos = Input.mousePosition; _presentCamRotation.x = _camTransform.transform.eulerAngles.x; _presentCamRotation.y = _camTransform.transform.eulerAngles.y; } if (Input.GetMouseButton(0)) { //(移動開始座標 - マウスの現在座標) / 解像度 で正規化 float x = (_startMousePos.x - Input.mousePosition.x) / Screen.width; float y = (_startMousePos.y - Input.mousePosition.y) / Screen.height; //回転開始角度 + マウスの変化量 * 90 float eulerX = _presentCamRotation.x + y * 90.0f; float eulerY = _presentCamRotation.y + x * 90.0f; _camTransform.rotation = Quaternion.Euler(eulerX, eulerY, 0); } } } }
参考:https://qiita.com/Nekomasu/items/0a6aaf1f595cf05fbd0d
参考:https://xr-hub.com/archives/7782
銃オブジェクト追加
- AssetStoreで銃(例:"FPS-AKM"で出てくる)を追加
- 銃をヒエラルキーに追加し、オブジェクト名を"Gun"に変更する
- FPSCameraの子にGunを移動
参考:https://xr-hub.com/archives/7782
透明な弾を打つ
- AssetsStoreで"War FX"を検索
- 以下csをGunに貼り付ける
using System.Collections; using System.Collections.Generic; using UnityEngine; public class RayGunController : MonoBehaviour { public enum ShootMode { AUTO, SEMIAUTO } public bool shootEnabled = true; [SerializeField] ShootMode shootMode = ShootMode.AUTO; [SerializeField] int maxAmmo = 1000; [SerializeField] int damage = 1; [SerializeField] float shootInterval = 0.15f; [SerializeField] float shootRange = 50; [SerializeField] Vector3 muzzleFlashScale; [SerializeField] GameObject muzzleFlashPrefab; [SerializeField] GameObject hitEffectPrefab; bool shooting = false; int ammo; GameObject muzzleFlash; GameObject hitEffect; public int Ammo { set { ammo = Mathf.Clamp(value, 0, maxAmmo); } get { return ammo; } } void Start() { InitGun(); } void Update() { if (shootEnabled & ammo > 0 & GetInput()) { StartCoroutine(ShootTimer()); } } void InitGun() { Ammo = maxAmmo; } bool GetInput() { switch (shootMode) { case ShootMode.AUTO: return Input.GetMouseButton(0); case ShootMode.SEMIAUTO: return Input.GetMouseButtonDown(0); } return false; } IEnumerator ShootTimer() { if (!shooting) { shooting = true; if (muzzleFlashPrefab != null) { if (muzzleFlash != null) { muzzleFlash.SetActive(true); } else { muzzleFlash = Instantiate(muzzleFlashPrefab, transform.position, transform.rotation); muzzleFlash.transform.SetParent(gameObject.transform); muzzleFlash.transform.localScale = muzzleFlashScale; } } Shoot(); yield return new WaitForSeconds(shootInterval); if (muzzleFlash != null) { muzzleFlash.SetActive(false); } if (hitEffect != null) { if (hitEffect.activeSelf) { hitEffect.SetActive(false); } } shooting = false; } else { yield return null; } } void Shoot() { Ray ray = new Ray(transform.position, transform.forward); RaycastHit hit; if (Physics.Raycast(ray, out hit, shootRange)) { if (hitEffectPrefab != null) { if (hitEffect != null) { hitEffect.transform.position = hit.point; hitEffect.transform.rotation = Quaternion.FromToRotation(Vector3.forward, hit.normal); hitEffect.SetActive(true); } else { hitEffect = Instantiate(hitEffectPrefab, hit.point, Quaternion.identity); } } Debug.Log("hit=" + hit.collider.gameObject.name); // こんな感じで敵のオブジェクト名取得 } Ammo--; } }
参考:https://unity.moon-bear.com/zombie-slayer/shoot-and-effect/
プレイヤーの移動
- RigidbodyをPlayerに追加
- 下に落ちてしまう場合は、床をPlaneで作り、床にAddComponentでBoxColliderを追加し、PlayerにもCapsuleColliderを追加する
- 以下のようなPlayerController.csを作る
using System.Collections; using System.Collections.Generic; using UnityEngine; public class PlayerController : MonoBehaviour { Rigidbody m_Rigidbody; void Start() { // 自分のRigidbodyを取ってくる m_Rigidbody = GetComponent<Rigidbody>(); } void Update() { // 十字キーで首を左右に回す if (Input.GetKey(KeyCode.RightArrow)) { transform.Rotate(new Vector3(0.0f, 1.0f, 0.0f)); } if (Input.GetKey(KeyCode.LeftArrow)) { transform.Rotate(new Vector3(0.0f, -1.0f, 0.0f)); } // WASDで移動する float x = 0.0f; float z = 0.0f; if (Input.GetKey(KeyCode.D)) { x += 1.0f; } if (Input.GetKey(KeyCode.A)) { x -= 1.0f; } if (Input.GetKey(KeyCode.W)) { z += 1.0f; } if (Input.GetKey(KeyCode.S)) { z -= 1.0f; } m_Rigidbody.velocity = new Vector3(x, 0.0f, z); } }