这是第一个 Unity 开放项目的repo,是 Unity 和社区合作创建的一个小型开源游戏演示,第一款游戏是一款名为 Chop Chop 的动作冒险游戏。
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Character : MonoBehaviour
{
private CharacterController characterController;
[Tooltip("Horizontal XZ plane speed multiplier")] public float speed = 8f;
[Tooltip("Smoothing for rotating the character to their movement direction")] public float turnSmoothTime = 0.2f;
[Tooltip("General multiplier for gravity (affects jump and freefall)")] public float gravityMultiplier = 5f;
[Tooltip("The initial upwards push when pressing jump. This is injected into verticalMovement, and gradually cancelled by gravity")] public float initialJumpForce = 10f;
[Tooltip("How long can the player hold the jump button")] public float jumpInputDuration = .4f;
[Tooltip("Represents how fast gravityContributionMultiplier will go back to 1f. The higher, the faster")] public float gravityComebackMultiplier = 15f;
[Tooltip("The maximum speed reached when falling (in units/frame)")] public float maxFallSpeed = 50f;
[Tooltip("Each frame while jumping, gravity will be multiplied by this amount in an attempt to 'cancel it' (= jump higher)")] public float gravityDivider = .6f;
[Tooltip("Adjust the friction of the slope")] public float slideFriction = 0.3f;
[Tooltip("Starting vertical movement when falling from a platform")] public float fallingVerticalMovement = -5f;
private float gravityContributionMultiplier = 0f; //The factor which determines how much gravity is affecting verticalMovement
private bool isJumping = false; //If true, a jump is in effect and the player is holding the jump button
private float jumpBeginTime = -Mathf.Infinity; //Time of the last jump
private float turnSmoothSpeed; //Used by Mathf.SmoothDampAngle to smoothly rotate the character to their movement direction
private float verticalMovement = 0f; //Represents how much a player will move vertically in a frame. Affected by gravity * gravityContributionMultiplier
private float currentSlope;
private Vector3 hitNormal; // ground normal
private bool shouldSlide; // Should player slide?
private Vector3 inputVector; //Initial input horizontal movement (y == 0f)
private Vector3 movementVector; //Final movement vector
private const float ROTATION_TRESHOLD = .02f; // Used to prevent NaN result causing rotation in a non direction
private void Awake()
{
characterController = GetComponent<CharacterController>();
}
private void Update()
{
//Raises the multiplier to how much gravity will affect vertical movement when in mid-air
//This is 0f at the beginning of a jump and will raise to maximum 1f
if (!characterController.isGrounded)
{
gravityContributionMultiplier += Time.deltaTime * gravityComebackMultiplier;
}
//Reduce the influence of the gravity while holding the Jump button
if (isJumping)
{
//The player can only hold the Jump button for so long
if (Time.time >= jumpBeginTime + jumpInputDuration)
{
isJumping = false;
gravityContributionMultiplier = 1f; //Gravity influence is reset to full effect
}
else
{
gravityContributionMultiplier *= gravityDivider; //Reduce the gravity effect
}
}
//Calculate the final verticalMovement
if (!characterController.isGrounded)
{
//Less control in mid-air, conserving momentum from previous frame
movementVector = inputVector * speed;
//The character is either jumping or in freefall, so gravity will add up
gravityContributionMultiplier = Mathf.Clamp01(gravityContributionMultiplier);
verticalMovement += Physics.gravity.y * gravityMultiplier * Time.deltaTime * gravityContributionMultiplier; //Add gravity contribution
//Note that even if it's added, the above value is negative due to Physics.gravity.y
//Cap the maximum so the player doesn't reach incredible speeds when freefalling from high positions
verticalMovement = Mathf.Clamp(verticalMovement, -maxFallSpeed, 100f);
}
else
{
//Full speed ground movement
movementVector = inputVector * speed;
//Resets the verticalMovement while on the ground,
//so that regardless of whether the player landed from a high fall or not,
//if they drop off a platform they will always start with the same verticalMovement.
//-5f is a good value to make it so the player also sticks to uneven terrain/bumps without floating
if (!isJumping)
{
verticalMovement = fallingVerticalMovement;
gravityContributionMultiplier = 0f;
}
}
UpdateSlide();
//Apply the result and move the character in space
movementVector.y = verticalMovement;
characterController.Move(movementVector * Time.deltaTime);
//Rotate to the movement direction
movementVector.y = 0f;
if (movementVector.sqrMagnitude >= ROTATION_TRESHOLD)
{
float targetRotation = Mathf.Atan2(movementVector.x, movementVector.z) * Mathf.Rad2Deg;
transform.eulerAngles = Vector3.up * Mathf.SmoothDampAngle(
transform.eulerAngles.y,
targetRotation,
ref turnSmoothSpeed,
turnSmoothTime);
}
}
private void OnControllerColliderHit(ControllerColliderHit hit)
{
hitNormal = hit.normal;
bool isMovingUpwards = verticalMovement > 0f;
if (isMovingUpwards)
{
// Making sure the collision is near the top of the head
float permittedDistance = characterController.radius / 2f;
float topPositionY = transform.position.y + characterController.height;
float distance = Mathf.Abs(hit.point.y - topPositionY);
if (distance <= permittedDistance)
{
// Stopping any upwards movement
// and having the player fall back down
isJumping = false;
gravityContributionMultiplier = 1f;
verticalMovement = 0f;
}
}
}
//---- COMMANDS ISSUED BY OTHER SCRIPTS ----
public void Move(Vector3 movement)
{
inputVector = movement;
}
public void Jump()
{
// Disable jumping if player has to slide
if (characterController.isGrounded && !shouldSlide)
{
isJumping = true;
jumpBeginTime = Time.time;
verticalMovement = initialJumpForce; //This is the only place where verticalMovement is set to a positive value
gravityContributionMultiplier = 0f;
}
}
public void CancelJump()
{
isJumping = false; //This will stop the reduction to the gravity, which will then quickly pull down the character
}
private void UpdateSlide()
{
// if player has to slide then add sideways speed to make it go down
if (shouldSlide)
{
movementVector.x += (1f - hitNormal.y) * hitNormal.x * (speed - slideFriction);
movementVector.z += (1f - hitNormal.y) * hitNormal.z * (speed - slideFriction);
}
// check if the controller is grounded and above slope limit
// if player is grounded and above slope limit
// player has to slide
if (characterController.isGrounded)
{
currentSlope = Vector3.Angle(Vector3.up, hitNormal);
shouldSlide = currentSlope >= characterController.slopeLimit;
}
}
}