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「Unity/3d/キャラクタ移動/前後回転 CharacterController」の版間の差分

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移動: 案内検索
(ページの作成:「==準備== #unity標準のCharacterControllerを使うのでAddComponentしておく。 #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...」)
 
 
(同じ利用者による、間の3版が非表示)
行16: 行16:
 
     [SerializeField] private Rigidbody m_rigidBody = null;
 
     [SerializeField] private Rigidbody m_rigidBody = null;
  
     private readonly float m_runScale = 2f;
+
     private readonly float m_runScale = 3f;
  
 
     private Vector3 m_currentDirection = Vector3.zero;
 
     private Vector3 m_currentDirection = Vector3.zero;
行29: 行29:
 
     {
 
     {
 
         if (!m_animator) { gameObject.GetComponent<Animator>(); }
 
         if (!m_animator) { gameObject.GetComponent<Animator>(); }
         if (!m_rigidBody) { gameObject.GetComponent<Animator>(); }
+
         if (!m_rigidBody) { gameObject.GetComponent<Rigidbody>(); }
 
     }
 
     }
  
行110: 行110:
 
         float horizontal = Input.GetAxis("Horizontal");
 
         float horizontal = Input.GetAxis("Horizontal");
  
        vertical *= m_runScale;
+
         float currentSpeed = (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) ? m_moveSpeed * m_runScale * 2 : m_moveSpeed * 2;
 
+
        float walkSpeed = 5f;
+
        float runSpeed = 14f;
+
         float currentSpeed = (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) ? runSpeed : walkSpeed;
+
 
         Vector3 forwardsMovement = transform.forward * vertical;
 
         Vector3 forwardsMovement = transform.forward * vertical;
 
         GetComponent<CharacterController>().Move(Time.deltaTime * currentSpeed * forwardsMovement);
 
         GetComponent<CharacterController>().Move(Time.deltaTime * currentSpeed * forwardsMovement);
         float rotateSpeed = 2f;
+
         float rotete = m_turnSpeed / 100 * horizontal;
         float rotete = rotateSpeed * 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));
 
         GetComponent<CharacterController>().transform.Rotate(new Vector3(0f, rotete, 0f));
 
         if (m_animator != null)
 
         if (m_animator != null)

2022年12月11日 (日) 08:23時点における最新版

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<Rigidbody>(); }
    }

    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);
        }
    }
}