U3DFPS第一人称 控制视野的移动脚本
using UnityEngine;
using System.Collections;
public class MySoliderMove : MonoBehaviour
{
Transform _head;
Transform _gun;
// Use this for initialization
void Start()
{
_head = transform.FindChild("Head");
_gun = transform.FindChild("M16");
}
// Update is called once per frame
void Update()
{
// Cursor.lockState = CursorLockMode.Locked;
_gun.forward = _head.forward; //让枪指向相机的中间位置
Move();
Rotate();
Run();
Jump();
}
[SerializeField]
float moveSpeed = 10f;
void Move()
{
float horizontal = Input.GetAxis("Horizontal");
float vertical = Input.GetAxis("Vertical");
Vector3 desPos = Vector3.right * horizontal + Vector3.forward * vertical;
transform.Translate(desPos * Time.deltaTime * moveSpeed);
}
void Run()
{
if (Input.GetKey(KeyCode.LeftShift))
{
moveSpeed = 30f;
}
else
{
moveSpeed = 10f;
}
}
void Jump()
{
if (Input.GetKeyDown(KeyCode.Space))
{
transform.Translate(Vector3.up*1.9f);
}
}
float rotationY = 0f;
[SerializeField]
float rotateSpeed = 20f;
void Rotate()
{
float mouseX = Input.GetAxis("Mouse X");
float mouseY = Input.GetAxis("Mouse Y");
transform.Rotate(mouseX * Vector3.up * rotateSpeed);
rotationY += mouseY;
rotationY = Mathf.Clamp(rotationY, -60, 60); //控制人物视野
_head.localEulerAngles = Vector3.left * rotationY;
//public class FirstView : MonoBehaviour
//{
// 方向灵敏度
// public float sensitivityX = 10F;
// public float sensitivityY = 10F;
// 上下最大视角(Y视角)
// public float minimumY = -60F;
// public float maximumY = 60F;
// float rotationY = 0F;
// void Update()
// {
// 根据鼠标移动的快慢(增量), 获得相机左右旋转的角度(处理X)
// float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
// 根据鼠标移动的快慢(增量), 获得相机上下旋转的角度(处理Y)
// rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
// 角度限制. rotationY小于min,返回min. 大于max,返回max. 否则返回value
// rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
// 总体设置一下相机角度
// transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
// }
// void Start()
// {
// Make the rigid body not change rotation
// if (rigidbody)
// rigidbody.freezeRotation = true;
// }
}
}