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「Unity/3d/キャラクタ移動/前後回転」の版間の差分

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(前後移動で左右で回転するサンプル)
 
(同じ利用者による、間の5版が非表示)
行1: 行1:
#転送 [[Unity/3d/キャラクタ移動/前後回転 CharacterController]]
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==前後移動で左右で回転するサンプル==
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<pre>
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CharacterControl : MonoBehaviour
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{
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    float x, z;
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    float speed = 0.1f;
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    float rotateSpeed = 1f;
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    GameObject cam;
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    Quaternion cameraRot, characterRot;
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    float minX = -90f, maxX = 90f;
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    void Start()
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    {
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        cam = GameObject.Find("Main Camera");
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        cameraRot = cam.transform.localRotation;
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        characterRot = transform.localRotation;
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    }
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    void Update()
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    {
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        float xRot = Input.GetAxisRaw("Horizontal") * rotateSpeed;
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        characterRot *= Quaternion.Euler(0, xRot, 0);
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        cameraRot = ClampRotation(cameraRot);
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        transform.localRotation = characterRot;
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    }
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    private void FixedUpdate()
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    {
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        x = 0;
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        z = Input.GetAxisRaw("Vertical") * speed;
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        transform.position += cam.transform.forward * z + cam.transform.right * x;
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    }
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    public Quaternion ClampRotation(Quaternion qua)
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    {
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        qua.x /= qua.w;
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        qua.y /= qua.w;
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        qua.z /= qua.w;
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        qua.w = 1f;
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        float angleX = Mathf.Atan(qua.x) * Mathf.Rad2Deg * 2f;
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        angleX = Mathf.Clamp(angleX, minX, maxX);
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        qua.x = Mathf.Tan(angleX * Mathf.Deg2Rad * 0.5f);
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        return qua;
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    }
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}
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</pre>
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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;
    }
}

参考:https://www.popii33.com/unity-first-person-camera/