「Unity/3d/キャラクタ移動/上下左右」の版間の差分
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− | + | ==キャラクタ移動== | |
+ | 適当にUnityAssetsからキャラクタをDLする(例:Supercyan Character Pack Free Sample https://assetstore.unity.com/packages/3d/characters/humanoids/character-pack-free-sample-79870?locale=ja-JP) | ||
+ | |||
+ | ===サンプル=== | ||
+ | キーボードの上下左右で操作できるサンプル。 | ||
+ | |||
+ | CharacterControl.cs | ||
+ | <pre> | ||
+ | using System.Collections.Generic; | ||
+ | using UnityEngine; | ||
+ | |||
+ | public class CharacterControl : MonoBehaviour | ||
+ | { | ||
+ | [SerializeField] private float m_moveSpeed = 2; | ||
+ | [SerializeField] private float m_turnSpeed = 200; | ||
+ | [SerializeField] private float m_jumpForce = 4; | ||
+ | |||
+ | [SerializeField] private Animator m_animator = null; | ||
+ | [SerializeField] private Rigidbody m_rigidBody = null; | ||
+ | |||
+ | private float m_currentV = 0; | ||
+ | private float m_currentH = 0; | ||
+ | |||
+ | private readonly float m_interpolation = 10; | ||
+ | private readonly float m_runScale = 2f; | ||
+ | |||
+ | private Vector3 m_currentDirection = Vector3.zero; | ||
+ | |||
+ | private bool m_jumpInput = false; | ||
+ | |||
+ | private bool m_isGrounded; | ||
+ | private bool m_wasGrounded; | ||
+ | |||
+ | private List<Collider> m_collisions = new List<Collider>(); | ||
+ | |||
+ | private void Awake() | ||
+ | { | ||
+ | if (!m_animator) { gameObject.GetComponent<Animator>(); } | ||
+ | if (!m_rigidBody) { gameObject.GetComponent<Animator>(); } | ||
+ | } | ||
+ | |||
+ | private void OnCollisionEnter(Collision collision) | ||
+ | { | ||
+ | ContactPoint[] contactPoints = collision.contacts; | ||
+ | for (int i = 0; i < contactPoints.Length; i++) | ||
+ | { | ||
+ | if (Vector3.Dot(contactPoints[i].normal, Vector3.up) > 0.5f) | ||
+ | { | ||
+ | if (!m_collisions.Contains(collision.collider)) | ||
+ | { | ||
+ | m_collisions.Add(collision.collider); | ||
+ | } | ||
+ | m_isGrounded = true; | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | |||
+ | private void OnCollisionStay(Collision collision) | ||
+ | { | ||
+ | ContactPoint[] contactPoints = collision.contacts; | ||
+ | bool validSurfaceNormal = false; | ||
+ | for (int i = 0; i < contactPoints.Length; i++) | ||
+ | { | ||
+ | if (Vector3.Dot(contactPoints[i].normal, Vector3.up) > 0.5f) | ||
+ | { | ||
+ | validSurfaceNormal = true; break; | ||
+ | } | ||
+ | } | ||
+ | |||
+ | if (validSurfaceNormal) | ||
+ | { | ||
+ | m_isGrounded = true; | ||
+ | if (!m_collisions.Contains(collision.collider)) | ||
+ | { | ||
+ | m_collisions.Add(collision.collider); | ||
+ | } | ||
+ | } | ||
+ | else | ||
+ | { | ||
+ | if (m_collisions.Contains(collision.collider)) | ||
+ | { | ||
+ | m_collisions.Remove(collision.collider); | ||
+ | } | ||
+ | if (m_collisions.Count == 0) { m_isGrounded = false; } | ||
+ | } | ||
+ | } | ||
+ | |||
+ | private void OnCollisionExit(Collision collision) | ||
+ | { | ||
+ | if (m_collisions.Contains(collision.collider)) | ||
+ | { | ||
+ | m_collisions.Remove(collision.collider); | ||
+ | } | ||
+ | if (m_collisions.Count == 0) { m_isGrounded = false; } | ||
+ | } | ||
+ | |||
+ | private void Update() | ||
+ | { | ||
+ | if (!m_jumpInput && Input.GetKey(KeyCode.Space)) | ||
+ | { | ||
+ | m_jumpInput = true; | ||
+ | } | ||
+ | } | ||
+ | |||
+ | private void FixedUpdate() | ||
+ | { | ||
+ | if (m_animator != null) | ||
+ | { | ||
+ | m_animator.SetBool("Grounded", m_isGrounded); | ||
+ | } | ||
+ | DirectUpdate(); | ||
+ | m_wasGrounded = m_isGrounded; | ||
+ | m_jumpInput = false; | ||
+ | } | ||
+ | |||
+ | private void DirectUpdate() | ||
+ | { | ||
+ | float vertical = Input.GetAxis("Vertical"); | ||
+ | float horizontal = Input.GetAxis("Horizontal"); | ||
+ | |||
+ | Transform camera = Camera.main.transform; | ||
+ | |||
+ | vertical *= m_runScale; | ||
+ | horizontal *= m_runScale; | ||
+ | |||
+ | m_currentV = Mathf.Lerp(m_currentV, vertical, Time.deltaTime * m_interpolation); | ||
+ | m_currentH = Mathf.Lerp(m_currentH, horizontal, Time.deltaTime * m_interpolation); | ||
+ | |||
+ | Vector3 direction = camera.forward * m_currentV + camera.right * m_currentH; | ||
+ | |||
+ | float directionLength = direction.magnitude; | ||
+ | direction.y = 0; | ||
+ | direction = direction.normalized * directionLength; | ||
+ | |||
+ | if (direction != Vector3.zero) | ||
+ | { | ||
+ | m_currentDirection = Vector3.Slerp(m_currentDirection, direction, Time.deltaTime * m_interpolation); | ||
+ | |||
+ | transform.rotation = Quaternion.LookRotation(m_currentDirection); | ||
+ | transform.position += m_currentDirection * m_moveSpeed * Time.deltaTime; | ||
+ | |||
+ | if (m_animator != null) | ||
+ | { | ||
+ | m_animator.SetFloat("MoveSpeed", direction.magnitude); | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | </pre> | ||
+ | |||
+ | ==進むキャラクタの回転方向を固定== | ||
+ | 右にしか行かないようにとか。 | ||
+ | <pre> | ||
+ | // transform.rotation = Quaternion.LookRotation(m_currentDirection); | ||
+ | transform.rotation = Quaternion.Euler(0, 90f, 0f); | ||
+ | |||
+ | // カメラの方向を固定。 | ||
+ | // Vector3 direction = camera.forward * m_currentV + camera.right * m_currentH; | ||
+ | Vector3 direction = new Vector3(0.1f, -0.1f, 1f) * m_currentV + new Vector3(1f, 0f, -0.1f) * m_currentH; | ||
+ | </pre> |
2022年12月7日 (水) 23:41時点における版
キャラクタ移動
適当にUnityAssetsからキャラクタをDLする(例:Supercyan Character Pack Free Sample https://assetstore.unity.com/packages/3d/characters/humanoids/character-pack-free-sample-79870?locale=ja-JP)
サンプル
キーボードの上下左右で操作できるサンプル。
CharacterControl.cs
using System.Collections.Generic; using UnityEngine; public class CharacterControl : MonoBehaviour { [SerializeField] private float m_moveSpeed = 2; [SerializeField] private float m_turnSpeed = 200; [SerializeField] private float m_jumpForce = 4; [SerializeField] private Animator m_animator = null; [SerializeField] private Rigidbody m_rigidBody = null; private float m_currentV = 0; private float m_currentH = 0; private readonly float m_interpolation = 10; private readonly float m_runScale = 2f; private Vector3 m_currentDirection = Vector3.zero; private bool m_jumpInput = false; private bool m_isGrounded; private bool m_wasGrounded; private List<Collider> m_collisions = new List<Collider>(); private void Awake() { if (!m_animator) { gameObject.GetComponent<Animator>(); } if (!m_rigidBody) { gameObject.GetComponent<Animator>(); } } private void OnCollisionEnter(Collision collision) { ContactPoint[] contactPoints = collision.contacts; for (int i = 0; i < contactPoints.Length; i++) { if (Vector3.Dot(contactPoints[i].normal, Vector3.up) > 0.5f) { if (!m_collisions.Contains(collision.collider)) { m_collisions.Add(collision.collider); } m_isGrounded = true; } } } private void OnCollisionStay(Collision collision) { ContactPoint[] contactPoints = collision.contacts; bool validSurfaceNormal = false; for (int i = 0; i < contactPoints.Length; i++) { if (Vector3.Dot(contactPoints[i].normal, Vector3.up) > 0.5f) { validSurfaceNormal = true; break; } } if (validSurfaceNormal) { m_isGrounded = true; if (!m_collisions.Contains(collision.collider)) { m_collisions.Add(collision.collider); } } else { if (m_collisions.Contains(collision.collider)) { m_collisions.Remove(collision.collider); } if (m_collisions.Count == 0) { m_isGrounded = false; } } } private void OnCollisionExit(Collision collision) { if (m_collisions.Contains(collision.collider)) { m_collisions.Remove(collision.collider); } if (m_collisions.Count == 0) { m_isGrounded = false; } } private void Update() { if (!m_jumpInput && Input.GetKey(KeyCode.Space)) { m_jumpInput = true; } } private void FixedUpdate() { if (m_animator != null) { m_animator.SetBool("Grounded", m_isGrounded); } DirectUpdate(); m_wasGrounded = m_isGrounded; m_jumpInput = false; } private void DirectUpdate() { float vertical = Input.GetAxis("Vertical"); float horizontal = Input.GetAxis("Horizontal"); Transform camera = Camera.main.transform; vertical *= m_runScale; horizontal *= m_runScale; m_currentV = Mathf.Lerp(m_currentV, vertical, Time.deltaTime * m_interpolation); m_currentH = Mathf.Lerp(m_currentH, horizontal, Time.deltaTime * m_interpolation); Vector3 direction = camera.forward * m_currentV + camera.right * m_currentH; float directionLength = direction.magnitude; direction.y = 0; direction = direction.normalized * directionLength; if (direction != Vector3.zero) { m_currentDirection = Vector3.Slerp(m_currentDirection, direction, Time.deltaTime * m_interpolation); transform.rotation = Quaternion.LookRotation(m_currentDirection); transform.position += m_currentDirection * m_moveSpeed * Time.deltaTime; if (m_animator != null) { m_animator.SetFloat("MoveSpeed", direction.magnitude); } } } }
進むキャラクタの回転方向を固定
右にしか行かないようにとか。
// transform.rotation = Quaternion.LookRotation(m_currentDirection); transform.rotation = Quaternion.Euler(0, 90f, 0f); // カメラの方向を固定。 // Vector3 direction = camera.forward * m_currentV + camera.right * m_currentH; Vector3 direction = new Vector3(0.1f, -0.1f, 1f) * m_currentV + new Vector3(1f, 0f, -0.1f) * m_currentH;