[英]Why the Player is walking through walls floor doors?
MouseLook脚本:
using UnityEngine;
using System.Collections;
/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation
/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
/// -> A CharacterMotor and a CharacterController component will be automatically added.
/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {
public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
public RotationAxes axes = RotationAxes.MouseXAndY;
private float sensitivityX = 5f;
private float sensitivityY = 5f;
private float minimumX = 0f;
private float maximumX = 360f;
private float minimumY = -30f;
private float maximumY = 45f;
private float rotationY = 0f;
void Update ()
{
if (axes == RotationAxes.MouseXAndY)
{
float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
}
else if (axes == RotationAxes.MouseX)
{
transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
}
else
{
rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
}
}
void Start ()
{
// Make the rigid body not change rotation
if (GetComponent<Rigidbody>())
GetComponent<Rigidbody>().freezeRotation = true;
}
}
控制器脚本:
using UnityEngine;
using System.Collections;
//[RequireComponent (typeof (Rigidbody))]
//[RequireComponent (typeof (BoxCollider))]
public class PlayerController : MonoBehaviour {
private void Update()
{
var x = Input.GetAxis("Horizontal") * Time.deltaTime * 150.0f;
var z = Input.GetAxis("Vertical") * Time.deltaTime * 3.0f;
transform.Rotate(0, x, 0);
transform.Translate(0, 0, z);
}
}
例如,当我使用鼠标看向地板并向前移动时,播放器将在地板上移动。
我正在使用盒式对撞机,并且还尝试添加了网格对撞机,但到目前为止没有帮助。
NAVI附加了一个刚体组件。 我还有一个固定到播放器上的刚体,然后他没有穿过地板,但是刚体在门上出现了问题。 刚体可以快速多次打开/关闭门。
为了防止两个对撞机相互碰撞,您将有两个选择:
1。使用射线投射检测墙壁,然后手动调整对象的位置或停止移动播放器。
2.使用Rigidbody.MovePosition
自动处理碰撞,然后使用Rigidbody.MovePosition
和Rigidbody.MoveRotation
移动和旋转对象,而不是当前代码中使用的transform.Translate
和transform.Rotate
。
我更喜欢#2,因为它更容易编码且更可靠。 只需将Rigidbody
和对撞机附加到玩家身上即可。 还将对撞机固定在墙壁和地板上。 下面的代码应移动播放器,并且不会穿过墙壁。
public bool useWorldSpace;
public Rigidbody rb;
public float speed = 18;
public void Update()
{
float h = Input.GetAxisRaw("Horizontal");
float v = Input.GetAxisRaw("Vertical");
//Movement
Vector3 tempVect = new Vector3(0, 0, v);
tempVect = tempVect.normalized * speed * Time.deltaTime;
if (useWorldSpace)
tempVect = transform.position + tempVect;
else
tempVect = transform.position + transform.TransformDirection(tempVect);
rb.MovePosition(tempVect);
//Rotation
Vector3 angle = new Vector3(0, 100, 0);
Quaternion deltaRot = Quaternion.Euler(angle * h * Time.deltaTime);
rb.MoveRotation(rb.rotation * deltaRot);
}
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