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Unity/3d/キャラクタ移動

提供: 初心者エンジニアの簡易メモ
2022年3月20日 (日) 05:42時点におけるAdmin (トーク | 投稿記録)による版 (進むキャラクタの回転方向を固定)

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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

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;