「Unity/3d/キャラクタ移動/前後回転」の版間の差分
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(Admin がページ「Unity/3d/キャラクタ移動/前後回転」を「Unity/3d/キャラクタ移動/前後回転 CharacterController」に移動しました) |
(→前後移動で左右で回転するサンプル) |
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(同じ利用者による、間の5版が非表示) | |||
行1: | 行1: | ||
− | + | ==前後移動で左右で回転するサンプル== | |
+ | <pre> | ||
+ | using System.Collections; | ||
+ | using System.Collections.Generic; | ||
+ | using UnityEngine; | ||
+ | |||
+ | public class CharacterControl : MonoBehaviour | ||
+ | { | ||
+ | float x, z; | ||
+ | float speed = 0.1f; | ||
+ | float rotateSpeed = 1f; | ||
+ | GameObject cam; | ||
+ | Quaternion cameraRot, characterRot; | ||
+ | float minX = -90f, maxX = 90f; | ||
+ | void Start() | ||
+ | { | ||
+ | cam = GameObject.Find("Main Camera"); | ||
+ | cameraRot = cam.transform.localRotation; | ||
+ | characterRot = transform.localRotation; | ||
+ | } | ||
+ | void Update() | ||
+ | { | ||
+ | float xRot = Input.GetAxisRaw("Horizontal") * rotateSpeed; | ||
+ | characterRot *= Quaternion.Euler(0, xRot, 0); | ||
+ | cameraRot = ClampRotation(cameraRot); | ||
+ | transform.localRotation = characterRot; | ||
+ | } | ||
+ | private void FixedUpdate() | ||
+ | { | ||
+ | x = 0; | ||
+ | z = Input.GetAxisRaw("Vertical") * speed; | ||
+ | transform.position += cam.transform.forward * z + cam.transform.right * x; | ||
+ | } | ||
+ | public Quaternion ClampRotation(Quaternion qua) | ||
+ | { | ||
+ | qua.x /= qua.w; | ||
+ | qua.y /= qua.w; | ||
+ | qua.z /= qua.w; | ||
+ | qua.w = 1f; | ||
+ | float angleX = Mathf.Atan(qua.x) * Mathf.Rad2Deg * 2f; | ||
+ | angleX = Mathf.Clamp(angleX, minX, maxX); | ||
+ | qua.x = Mathf.Tan(angleX * Mathf.Deg2Rad * 0.5f); | ||
+ | return qua; | ||
+ | } | ||
+ | } | ||
+ | </pre> | ||
+ | 参考:https://www.popii33.com/unity-first-person-camera/ |
2022年12月12日 (月) 11:03時点における最新版
前後移動で左右で回転するサンプル
using System.Collections; using System.Collections.Generic; using UnityEngine; public class CharacterControl : MonoBehaviour { float x, z; float speed = 0.1f; float rotateSpeed = 1f; GameObject cam; Quaternion cameraRot, characterRot; float minX = -90f, maxX = 90f; void Start() { cam = GameObject.Find("Main Camera"); cameraRot = cam.transform.localRotation; characterRot = transform.localRotation; } void Update() { float xRot = Input.GetAxisRaw("Horizontal") * rotateSpeed; characterRot *= Quaternion.Euler(0, xRot, 0); cameraRot = ClampRotation(cameraRot); transform.localRotation = characterRot; } private void FixedUpdate() { x = 0; z = Input.GetAxisRaw("Vertical") * speed; transform.position += cam.transform.forward * z + cam.transform.right * x; } public Quaternion ClampRotation(Quaternion qua) { qua.x /= qua.w; qua.y /= qua.w; qua.z /= qua.w; qua.w = 1f; float angleX = Mathf.Atan(qua.x) * Mathf.Rad2Deg * 2f; angleX = Mathf.Clamp(angleX, minX, maxX); qua.x = Mathf.Tan(angleX * Mathf.Deg2Rad * 0.5f); return qua; } }