Unity/3d/キャラクタ移動
提供: 初心者エンジニアの簡易メモ
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);
}
}
}
角度を固定
// transform.rotation = Quaternion.LookRotation(m_currentDirection); transform.rotation = Quaternion.Euler(0, 90f, 0f);
