「Unity/3d/キャラクタ移動/前後回転 CharacterController」の版間の差分
提供: 初心者エンジニアの簡易メモ
(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...」) |
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float vertical = Input.GetAxis("Vertical"); | float vertical = Input.GetAxis("Vertical"); | ||
float horizontal = Input.GetAxis("Horizontal"); | float horizontal = Input.GetAxis("Horizontal"); | ||
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| − | |||
float walkSpeed = 5f; | float walkSpeed = 5f; | ||
2022年12月7日 (水) 23:46時点における版
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 = 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()
{
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 walkSpeed = 5f;
float runSpeed = 14f;
float currentSpeed = (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) ? runSpeed : walkSpeed;
Vector3 forwardsMovement = transform.forward * vertical;
GetComponent<CharacterController>().Move(Time.deltaTime * currentSpeed * forwardsMovement);
float rotateSpeed = 2f;
float rotete = rotateSpeed * horizontal;
GetComponent<CharacterController>().transform.Rotate(new Vector3(0f, rotete, 0f));
if (m_animator != null)
{
m_animator.SetFloat("MoveSpeed", 1);
}
}
}
