「Unity/3d/キャラクタ移動/前後回転」の版間の差分
提供: 初心者エンジニアの簡易メモ
(→前後移動で左右で回転) |
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行12: | 行12: | ||
GameObject cam; | GameObject cam; | ||
Quaternion cameraRot, characterRot; | Quaternion cameraRot, characterRot; | ||
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float minX = -90f, maxX = 90f; | float minX = -90f, maxX = 90f; | ||
void Start() | void Start() |
2022年12月12日 (月) 04:27時点における版
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 rotate_speed = 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") * rotate_speed; 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 q) { q.x /= q.w; q.y /= q.w; q.z /= q.w; q.w = 1f; float angleX = Mathf.Atan(q.x) * Mathf.Rad2Deg * 2f; angleX = Mathf.Clamp(angleX, minX, maxX); q.x = Mathf.Tan(angleX * Mathf.Deg2Rad * 0.5f); return q; } }