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Unity/3d/キャラクタ移動/前後回転 CharacterController

提供: 初心者エンジニアの簡易メモ
2022年12月8日 (木) 00:17時点におけるAdmin (トーク | 投稿記録)による版

移動: 案内検索

準備

  1. unity標準のCharacterControllerを使うのでAddComponentしておく。
  2. オブジェクト内にカメラを設置しておく。

前後回転サンプル

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 readonly float m_runScale = 3f;

    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()
    {
        if (m_animator != null)
        {
            m_animator.SetBool("Grounded", m_isGrounded);
        }
        DirectUpdate();
        m_jumpInput = false;
    }

    private void DirectUpdate()
    {
        float vertical = Input.GetAxis("Vertical");
        float horizontal = Input.GetAxis("Horizontal");

        float currentSpeed = (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) ? m_moveSpeed * m_runScale * 2 : m_moveSpeed * 2;
        Vector3 forwardsMovement = transform.forward * vertical;
        GetComponent<CharacterController>().Move(Time.deltaTime * currentSpeed * forwardsMovement);
        float rotete = m_turnSpeed / 100 * horizontal;
        if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
        {
            rotete = m_turnSpeed / 100 * 2 * horizontal;
        }
        GetComponent<CharacterController>().transform.Rotate(new Vector3(0f, rotete, 0f));
        if (m_animator != null)
        {
            m_animator.SetFloat("MoveSpeed", 1);
        }
    }
}