「Unity/3d/キャラクタ移動/前後回転」の版間の差分
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| − | + | <pre> | |
| + | using System.Collections; | ||
| + | using System.Collections.Generic; | ||
| + | using UnityEngine; | ||
| + | |||
| + | public class CharacterControl : MonoBehaviour | ||
| + | { | ||
| + | float x, z; | ||
| + | float speed = 0.1f; | ||
| + | float rotate_speed = 1f; | ||
| + | GameObject cam; | ||
| + | Quaternion cameraRot, characterRot; | ||
| + | float Xsensityvity = 3f, Ysensityvity = 3f; | ||
| + | bool cursorLock = true; | ||
| + | float minX = -90f, maxX = 90f; | ||
| + | void Start() | ||
| + | { | ||
| + | cam = GameObject.Find("Main Camera"); | ||
| + | cameraRot = cam.transform.localRotation; | ||
| + | characterRot = transform.localRotation; | ||
| + | } | ||
| + | void Update() | ||
| + | { | ||
| + | float xRot = Input.GetAxisRaw("Horizontal") * rotate_speed; | ||
| + | characterRot *= Quaternion.Euler(0, xRot, 0); | ||
| + | cameraRot = ClampRotation(cameraRot); | ||
| + | transform.localRotation = characterRot; | ||
| + | } | ||
| + | private void FixedUpdate() | ||
| + | { | ||
| + | x = 0; | ||
| + | z = Input.GetAxisRaw("Vertical") * speed; | ||
| + | transform.position += cam.transform.forward * z + cam.transform.right * x; | ||
| + | } | ||
| + | public Quaternion ClampRotation(Quaternion q) | ||
| + | { | ||
| + | q.x /= q.w; | ||
| + | q.y /= q.w; | ||
| + | q.z /= q.w; | ||
| + | q.w = 1f; | ||
| + | float angleX = Mathf.Atan(q.x) * Mathf.Rad2Deg * 2f; | ||
| + | angleX = Mathf.Clamp(angleX, minX, maxX); | ||
| + | q.x = Mathf.Tan(angleX * Mathf.Deg2Rad * 0.5f); | ||
| + | return q; | ||
| + | } | ||
| + | } | ||
| + | </pre> | ||
| + | 参考:https://www.popii33.com/unity-first-person-camera/ | ||
2022年12月11日 (日) 08:25時点における版
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CharacterControl : MonoBehaviour
{
float x, z;
float speed = 0.1f;
float rotate_speed = 1f;
GameObject cam;
Quaternion cameraRot, characterRot;
float Xsensityvity = 3f, Ysensityvity = 3f;
bool cursorLock = true;
float minX = -90f, maxX = 90f;
void Start()
{
cam = GameObject.Find("Main Camera");
cameraRot = cam.transform.localRotation;
characterRot = transform.localRotation;
}
void Update()
{
float xRot = Input.GetAxisRaw("Horizontal") * rotate_speed;
characterRot *= Quaternion.Euler(0, xRot, 0);
cameraRot = ClampRotation(cameraRot);
transform.localRotation = characterRot;
}
private void FixedUpdate()
{
x = 0;
z = Input.GetAxisRaw("Vertical") * speed;
transform.position += cam.transform.forward * z + cam.transform.right * x;
}
public Quaternion ClampRotation(Quaternion q)
{
q.x /= q.w;
q.y /= q.w;
q.z /= q.w;
q.w = 1f;
float angleX = Mathf.Atan(q.x) * Mathf.Rad2Deg * 2f;
angleX = Mathf.Clamp(angleX, minX, maxX);
q.x = Mathf.Tan(angleX * Mathf.Deg2Rad * 0.5f);
return q;
}
}
