Unity/3d/キャラクタ移動
提供: 初心者エンジニアの簡易メモ
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 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() { m_animator.SetBool("Grounded", m_isGrounded); DirectUpdate(); m_wasGrounded = m_isGrounded; m_jumpInput = false; } private void DirectUpdate() { float v = Input.GetAxis("Vertical"); float h = Input.GetAxis("Horizontal"); Transform camera = Camera.main.transform; v *= m_runScale; h *= m_runScale; m_currentV = Mathf.Lerp(m_currentV, v, Time.deltaTime * m_interpolation); m_currentH = Mathf.Lerp(m_currentH, h, 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; m_animator.SetFloat("MoveSpeed", direction.magnitude); } } }
進むキャラクタの回転方向を固定
// 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, -0.6f, 0.8f) * m_currentV + new Vector3(1.0f, 0.0f, -0.1f) * m_currentH;