Thomas ICHÉ
6 年前
当前提交
3cde2df3
共有 238 个文件被更改,包括 33204 次插入 和 0 次删除
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8Assets/Samples/Common.meta
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8Assets/Samples/GrassWind.meta
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8Assets/Samples/Portal.meta
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8Assets/Samples/Volumetric.meta
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9Assets/Samples/Common/Standard Assets.meta
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6Assets/Samples/Common/Standard Assets/Characters.meta
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6Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter.meta
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6Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation.meta
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidCrouch.fbx.meta
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidIdle.fbx
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidIdle.fbx.meta
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676Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidIdleJumpUp.fbx
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidIdleJumpUp.fbx.meta
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidJumpAndFall.fbx
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidJumpAndFall.fbx.meta
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686Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidMidAir.fbx
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidMidAir.fbx.meta
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidRun.fbx
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidRun.fbx.meta
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidRunTurn.fbx
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidRunTurn.fbx.meta
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidRunTurnSharp.fbx
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidRunTurnSharp.fbx.meta
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidStandTurn.fbx
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidStandTurn.fbx.meta
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidWalk.fbx
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidWalk.fbx.meta
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidWalkTurn.fbx
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidWalkTurn.fbx.meta
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidWalkTurnSharp.fbx
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidWalkTurnSharp.fbx.meta
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6Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animator.meta
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806Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animator/ThirdPersonAnimatorController.controller
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5Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animator/ThirdPersonAnimatorController.controller.meta
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6Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Materials.meta
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296Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Materials/EthanGrey.mat
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5Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Materials/EthanGrey.mat.meta
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88Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Materials/EthanGrey_MaskMap.png.meta
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292Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Materials/EthanWhite.mat
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5Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Materials/EthanWhite.mat.meta
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88Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Materials/EthanWhite_MaskMap.png.meta
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6Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Models.meta
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Models/Ethan.fbx
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Models/Ethan.fbx.meta
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6Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Prefabs.meta
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Prefabs/AIThirdPersonController.prefab
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5Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Prefabs/AIThirdPersonController.prefab.meta
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Prefabs/ThirdPersonController.prefab
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5Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Prefabs/ThirdPersonController.prefab.meta
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6Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Scripts.meta
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41Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Scripts/AICharacterControl.cs
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9Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Scripts/AICharacterControl.cs.meta
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217Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs
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9Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs.meta
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71Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs
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9Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs.meta
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6Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Textures.meta
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132Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Textures/EthanNormals.png.meta
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1001Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Textures/EthanOcclusion.png
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52Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Textures/EthanOcclusion.png.meta
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29Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/ThirdPersonCharacterGuidelines.txt
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5Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/ThirdPersonCharacterGuidelines.txt.meta
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8Assets/Samples/Common/Textures.meta
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27Assets/Samples/Common/Textures/LightDot.png
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86Assets/Samples/Common/Textures/LightDot.png.meta
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8Assets/Samples/Common/Textures/harshbricks-Unity.meta
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1Assets/Samples/Common/Textures/harshbricks-Unity/About these PBR files.txt
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7Assets/Samples/Common/Textures/harshbricks-Unity/About these PBR files.txt.meta
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228Assets/Samples/Common/Textures/harshbricks-Unity/Brick.mat
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8Assets/Samples/Common/Textures/harshbricks-Unity/Brick.mat.meta
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1001Assets/Samples/Common/Textures/harshbricks-Unity/harshbricks-albedo.png
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86Assets/Samples/Common/Textures/harshbricks-Unity/harshbricks-albedo.png.meta
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493Assets/Samples/Common/Textures/harshbricks-Unity/harshbricks-ao2.png
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86Assets/Samples/Common/Textures/harshbricks-Unity/harshbricks-ao2.png.meta
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332Assets/Samples/Common/Textures/harshbricks-Unity/harshbricks-height5-16.png
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86Assets/Samples/Common/Textures/harshbricks-Unity/harshbricks-height5-16.png.meta
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1001Assets/Samples/Common/Textures/harshbricks-Unity/harshbricks-normal.png
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86Assets/Samples/Common/Textures/harshbricks-Unity/harshbricks-normal.png.meta
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8Assets/Samples/Common/Textures/octostone-Unity.meta
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Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Animation/HumanoidRunTurn.fbx
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1001
Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Models/Ethan.fbx
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Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Models/Ethan.fbx.meta
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Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Prefabs/AIThirdPersonController.prefab
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Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Prefabs/ThirdPersonController.prefab
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|
|||
using System; |
|||
using UnityEngine; |
|||
|
|||
namespace UnityStandardAssets.Characters.ThirdPerson |
|||
{ |
|||
[RequireComponent(typeof(UnityEngine.AI.NavMeshAgent))] |
|||
[RequireComponent(typeof(ThirdPersonCharacter))] |
|||
public class AICharacterControl : MonoBehaviour |
|||
{ |
|||
public UnityEngine.AI.NavMeshAgent agent { get; private set; } // the navmesh agent required for the path finding
|
|||
public ThirdPersonCharacter character { get; private set; } // the character we are controlling
|
|||
public Transform target; // target to aim for
|
|||
|
|||
|
|||
private void Start() |
|||
{ |
|||
// get the components on the object we need ( should not be null due to require component so no need to check )
|
|||
agent = GetComponentInChildren<UnityEngine.AI.NavMeshAgent>(); |
|||
character = GetComponent<ThirdPersonCharacter>(); |
|||
|
|||
agent.updateRotation = false; |
|||
agent.updatePosition = true; |
|||
} |
|||
|
|||
private void Update() |
|||
{ |
|||
if (target != null) |
|||
agent.SetDestination(target.position); |
|||
|
|||
if (agent.remainingDistance > agent.stoppingDistance) |
|||
character.Move(agent.desiredVelocity, false, false); |
|||
else |
|||
character.Move(Vector3.zero, false, false); |
|||
} |
|||
|
|||
public void SetTarget(Transform target) |
|||
{ |
|||
this.target = target; |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
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guid: 8c5335f0882fe4d478883cc8c58ce906 |
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defaultReferences: [] |
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executionOrder: 0 |
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userData: |
|||
assetBundleName: |
|
|||
using UnityEngine; |
|||
|
|||
namespace UnityStandardAssets.Characters.ThirdPerson |
|||
{ |
|||
[RequireComponent(typeof(Rigidbody))] |
|||
[RequireComponent(typeof(CapsuleCollider))] |
|||
[RequireComponent(typeof(Animator))] |
|||
public class ThirdPersonCharacter : MonoBehaviour |
|||
{ |
|||
[SerializeField] float m_MovingTurnSpeed = 360; |
|||
[SerializeField] float m_StationaryTurnSpeed = 180; |
|||
[SerializeField] float m_JumpPower = 12f; |
|||
[Range(1f, 4f)][SerializeField] float m_GravityMultiplier = 2f; |
|||
[SerializeField] float m_RunCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others
|
|||
[SerializeField] float m_MoveSpeedMultiplier = 1f; |
|||
[SerializeField] float m_AnimSpeedMultiplier = 1f; |
|||
[SerializeField] float m_GroundCheckDistance = 0.1f; |
|||
|
|||
Rigidbody m_Rigidbody; |
|||
Animator m_Animator; |
|||
bool m_IsGrounded; |
|||
float m_OrigGroundCheckDistance; |
|||
const float k_Half = 0.5f; |
|||
float m_TurnAmount; |
|||
float m_ForwardAmount; |
|||
Vector3 m_GroundNormal; |
|||
float m_CapsuleHeight; |
|||
Vector3 m_CapsuleCenter; |
|||
CapsuleCollider m_Capsule; |
|||
bool m_Crouching; |
|||
|
|||
|
|||
void Start() |
|||
{ |
|||
m_Animator = GetComponent<Animator>(); |
|||
m_Rigidbody = GetComponent<Rigidbody>(); |
|||
m_Capsule = GetComponent<CapsuleCollider>(); |
|||
m_CapsuleHeight = m_Capsule.height; |
|||
m_CapsuleCenter = m_Capsule.center; |
|||
|
|||
m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ; |
|||
m_OrigGroundCheckDistance = m_GroundCheckDistance; |
|||
} |
|||
|
|||
public void Move(Vector3 move, bool crouch, bool jump) |
|||
{ |
|||
// convert the world relative moveInput vector into a local-relative
|
|||
// turn amount and forward amount required to head in the desired
|
|||
// direction.
|
|||
if (move.magnitude > 1f) move.Normalize(); |
|||
move = transform.InverseTransformDirection(move); |
|||
CheckGroundStatus(); |
|||
move = Vector3.ProjectOnPlane(move, m_GroundNormal); |
|||
m_TurnAmount = Mathf.Atan2(move.x, move.z); |
|||
m_ForwardAmount = move.z; |
|||
|
|||
ApplyExtraTurnRotation(); |
|||
|
|||
// control and velocity handling is different when grounded and airborne:
|
|||
if (m_IsGrounded) |
|||
{ |
|||
HandleGroundedMovement(crouch, jump); |
|||
} |
|||
else |
|||
{ |
|||
HandleAirborneMovement(); |
|||
} |
|||
|
|||
ScaleCapsuleForCrouching(crouch); |
|||
PreventStandingInLowHeadroom(); |
|||
|
|||
// send input and other state parameters to the animator
|
|||
UpdateAnimator(move); |
|||
} |
|||
|
|||
void ScaleCapsuleForCrouching(bool crouch) |
|||
{ |
|||
if (m_IsGrounded && crouch) |
|||
{ |
|||
if (m_Crouching) return; |
|||
m_Capsule.height = m_Capsule.height / 2f; |
|||
m_Capsule.center = m_Capsule.center / 2f; |
|||
m_Crouching = true; |
|||
} |
|||
else |
|||
{ |
|||
Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up); |
|||
float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half; |
|||
if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore)) |
|||
{ |
|||
m_Crouching = true; |
|||
return; |
|||
} |
|||
m_Capsule.height = m_CapsuleHeight; |
|||
m_Capsule.center = m_CapsuleCenter; |
|||
m_Crouching = false; |
|||
} |
|||
} |
|||
|
|||
void PreventStandingInLowHeadroom() |
|||
{ |
|||
// prevent standing up in crouch-only zones
|
|||
if (!m_Crouching) |
|||
{ |
|||
Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up); |
|||
float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half; |
|||
if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore)) |
|||
{ |
|||
m_Crouching = true; |
|||
} |
|||
} |
|||
} |
|||
|
|||
void UpdateAnimator(Vector3 move) |
|||
{ |
|||
// update the animator parameters
|
|||
m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime); |
|||
m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime); |
|||
m_Animator.SetBool("Crouch", m_Crouching); |
|||
m_Animator.SetBool("OnGround", m_IsGrounded); |
|||
if (!m_IsGrounded) |
|||
{ |
|||
m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y); |
|||
} |
|||
|
|||
// calculate which leg is behind, so as to leave that leg trailing in the jump animation
|
|||
// (This code is reliant on the specific run cycle offset in our animations,
|
|||
// and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5)
|
|||
float runCycle = |
|||
Mathf.Repeat( |
|||
m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1); |
|||
float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount; |
|||
if (m_IsGrounded) |
|||
{ |
|||
m_Animator.SetFloat("JumpLeg", jumpLeg); |
|||
} |
|||
|
|||
// the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector,
|
|||
// which affects the movement speed because of the root motion.
|
|||
if (m_IsGrounded && move.magnitude > 0) |
|||
{ |
|||
m_Animator.speed = m_AnimSpeedMultiplier; |
|||
} |
|||
else |
|||
{ |
|||
// don't use that while airborne
|
|||
m_Animator.speed = 1; |
|||
} |
|||
} |
|||
|
|||
void HandleAirborneMovement() |
|||
{ |
|||
// apply extra gravity from multiplier:
|
|||
Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity; |
|||
m_Rigidbody.AddForce(extraGravityForce); |
|||
|
|||
m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f; |
|||
} |
|||
|
|||
void HandleGroundedMovement(bool crouch, bool jump) |
|||
{ |
|||
// check whether conditions are right to allow a jump:
|
|||
if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded")) |
|||
{ |
|||
// jump!
|
|||
m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z); |
|||
m_IsGrounded = false; |
|||
m_Animator.applyRootMotion = false; |
|||
m_GroundCheckDistance = 0.1f; |
|||
} |
|||
} |
|||
|
|||
void ApplyExtraTurnRotation() |
|||
{ |
|||
// help the character turn faster (this is in addition to root rotation in the animation)
|
|||
float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount); |
|||
transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0); |
|||
} |
|||
|
|||
public void OnAnimatorMove() |
|||
{ |
|||
// we implement this function to override the default root motion.
|
|||
// this allows us to modify the positional speed before it's applied.
|
|||
if (m_IsGrounded && Time.deltaTime > 0) |
|||
{ |
|||
Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime; |
|||
|
|||
// we preserve the existing y part of the current velocity.
|
|||
v.y = m_Rigidbody.velocity.y; |
|||
m_Rigidbody.velocity = v; |
|||
} |
|||
} |
|||
|
|||
void CheckGroundStatus() |
|||
{ |
|||
RaycastHit hitInfo; |
|||
#if UNITY_EDITOR
|
|||
// helper to visualise the ground check ray in the scene view
|
|||
Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance)); |
|||
#endif
|
|||
// 0.1f is a small offset to start the ray from inside the character
|
|||
// it is also good to note that the transform position in the sample assets is at the base of the character
|
|||
if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance)) |
|||
{ |
|||
m_GroundNormal = hitInfo.normal; |
|||
m_IsGrounded = true; |
|||
m_Animator.applyRootMotion = true; |
|||
} |
|||
else |
|||
{ |
|||
m_IsGrounded = false; |
|||
m_GroundNormal = Vector3.up; |
|||
m_Animator.applyRootMotion = false; |
|||
} |
|||
} |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
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guid: ce7a80d520cacc042b5fe14f373d8173 |
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assetBundleName: |
|
|||
using UnityEngine; |
|||
|
|||
namespace UnityStandardAssets.Characters.ThirdPerson |
|||
{ |
|||
[RequireComponent(typeof(ThirdPersonCharacter))] |
|||
public class ThirdPersonUserControl : MonoBehaviour |
|||
{ |
|||
private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
|
|||
private Transform m_Cam; // A reference to the main camera in the scenes transform
|
|||
private Vector3 m_CamForward; // The current forward direction of the camera
|
|||
private Vector3 m_Move; |
|||
private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.
|
|||
|
|||
|
|||
private void Start() |
|||
{ |
|||
// get the transform of the main camera
|
|||
if (Camera.main != null) |
|||
{ |
|||
m_Cam = Camera.main.transform; |
|||
} |
|||
else |
|||
{ |
|||
Debug.LogWarning( |
|||
"Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject); |
|||
// we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
|
|||
} |
|||
|
|||
// get the third person character ( this should never be null due to require component )
|
|||
m_Character = GetComponent<ThirdPersonCharacter>(); |
|||
} |
|||
|
|||
private void Update() |
|||
{ |
|||
if (!m_Jump) |
|||
{ |
|||
m_Jump = Input.GetButtonDown("Jump"); |
|||
} |
|||
} |
|||
|
|||
// Fixed update is called in sync with physics
|
|||
private void FixedUpdate() |
|||
{ |
|||
// read inputs
|
|||
float h = Input.GetAxis("Horizontal"); |
|||
float v = Input.GetAxis("Vertical"); |
|||
bool crouch = Input.GetKey(KeyCode.C); |
|||
|
|||
// calculate move direction to pass to character
|
|||
if (m_Cam != null) |
|||
{ |
|||
// calculate camera relative direction to move:
|
|||
m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized; |
|||
m_Move = v * m_CamForward + h * m_Cam.right; |
|||
} |
|||
else |
|||
{ |
|||
// we use world-relative directions in the case of no main camera
|
|||
m_Move = v * Vector3.forward + h * Vector3.right; |
|||
} |
|||
#if !MOBILE_INPUT
|
|||
// walk speed multiplier
|
|||
if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f; |
|||
#endif
|
|||
|
|||
// pass all parameters to the character control script
|
|||
m_Character.Move(m_Move, crouch, m_Jump); |
|||
m_Jump = false; |
|||
} |
|||
} |
|||
} |
|
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Assets/Samples/Common/Standard Assets/Characters/ThirdPersonCharacter/Textures/EthanOcclusion.png
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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|||
In the ThirdPersonCharacter folder you'll find two ready-made character prefabs, which are used in the ThirdPersonCharacter sample scenes. These prefabs demonstrate how you can use the ThirdPersonCharacters scripts and animations we've included, including an AI-controlled variant which is able to walk towards a specified target, or follow a waypoint-based route. |
|||
|
|||
The simplest way to get started setting up your own character is to take our ThirdPersonCharacter and replace the art with your own model. To do so, make sure you've imported your own rigged model with a Humanoid avatar, then follow these steps: |
|||
|
|||
1) Start with a suitable scene. There ought to be enough flat ground to walk around on. |
|||
|
|||
2) Place the "ThirdPersonCharacter" prefab in the scene. |
|||
|
|||
3) Unfold the ThirdPersonCharacter hierarchy in the hierarchy window, and delete all child of "ThirdPersonController". |
|||
|
|||
4) Place your own character model as a child of the ThirdPersonCharacter. |
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|||
5) Drop the Avatar of your model (created by model importer, cf documentation) inside the Avatar slot of the Animator component on "ThirdPersonController" |
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|
|||
6) Make sure your character model's position in the inspector is set to zero on X and Z, and that it's Y position is appropriately adjusted so that your character's feet are at the same position as the ThirdPersonCharacter GameObject. (if you find it easier, you could add your character first before deleting Ethan, so that you can use Ethan's feet as a guide for where your character's feet should be) |
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|
|||
7) Hit play, and try controlling your character! |
|||
|
|||
You'll probably want to add a camera rig so that the camera follows the character as it runs off. See the Camera Rig guidelines for instructions on how to do that. |
|||
|
|||
The ThirdPersonCharacter script exposes a number of properties which determine the jump power, the amount of control while in air, and various other speed and behaviour modifiers. For more detail about each setting, see the comments in the script. |
|||
|
|||
The ThirdPersonUserControl script takes input from the "CrossPlatformInput" class included in the sample assets, however if you're not targeting mobile or prefer to use a different system to read input, you can simply use Unity's built-in Input class in place of CrossPlatformInput. For more information, see the CrossPlatformInput guidelines. |
|||
|
|||
The sample scenes provided works on standalone and also include cross platform touch controls which are set up and ready to publish to mobile. |
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|
|||
The ThirdPersonAIControl component can be added instead of the user control component, allowing the character to be AI controlled. This relies on a NavMeshAgent to pathfind the way to the target. The NavMeshAgent should be a child object of the Character, as demonstrated in the AI Character Prefab provided. If you want to create your own AI characters, you can follow the steps above, but start with the AI prefab we provided. |
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1001
Assets/Samples/Common/Textures/harshbricks-Unity/harshbricks-normal.png
文件差异内容过多而无法显示
查看文件
文件差异内容过多而无法显示
查看文件
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部分文件因为文件数量过多而无法显示
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