这是第一人称控制器脚本,如果把摄像机放在胶囊体后面感觉就是第三人称了啊。

#pragma strict

var speed : float = 6.0;
var jumpspeed: float = 8.0;
var gravity :  float = 20.0;
private var movedirection: Vector3 = Vector3.zero;
private var grounded: boolean = false;
private var qiqiu: boolean = false;

function FixedUpdate () {
    qiqiu = chufaqiqiu.power_q;
    if (grounded){
        movedirection = Vector3(Input.GetAxis("Horizontal"),0,Input.GetAxis("Vertical"));
        movedirection = transform.TransformDirection(movedirection);
        movedirection *= speed;
        if (Input.GetButton("Jump")){
            movedirection.y = jumpspeed;
        }
        if (Input.GetKey(KeyCode.Q))
            transform.Rotate(0,-25*Time.deltaTime,0,Space.Self);
        if (Input.GetKey(KeyCode.E))
            transform.Rotate(0,25*Time.deltaTime,0,Space.Self);
        if (Input.GetKey(KeyCode.W) && qiqiu){
            movedirection.x *= 2;
            movedirection.z *= 2;
        }

    }
    movedirection.y -= gravity*Time.deltaTime;
    var controller: CharacterController = GetComponent(CharacterController);
    var flags = controller.Move(movedirection*Time.deltaTime);
    grounded = (flags & CollisionFlags.CollidedBelow) != 0;
    
        
}
@script RequireComponent(CharacterController)

下面是碰撞器脚本

#pragma strict
@script RequireComponent(AudioSource)
import UnityEngine.UI;

var tong_sound: AudioClip;
private var pzhuangtime: float = 0.0;
private var pzhuang: boolean = false;
private var pzhuangobject: GameObject;

var pzhuang_time: float = 3.0;
var wenzi: Text;

/* guang xian tou she peng zhuang

var hit: RaycastHit;
if (Physics.Raycast(transform.position,transform.forward,hit,3)){
    if(hit.collider.gameObject.tag == "hudie"){
        var pzhuangobject: GameObject = hit.collider.gameObject;
        pzhuangobject.SendMessage("mou ge han shu");
*/
function Update(){
    //peng zhuang ji shi.
    if(pzhuang){
        pzhuangtime += Time.deltaTime;
        print (pzhuangtime);
    }
}



function OnControllerColliderHit(hit: ControllerColliderHit){
    /*if(hit.gameObject.tag == "tong"){
        hit.gameObject.GetComponent.<AudioSource>().PlayOneShot(tong_sound);
    }*/
    //peng liang ci hu die cai hui xiao shi.
    if(hit.gameObject.tag == "hudie"){
        if(inventory.charge > 4){
            pzhuang = true;
            wenzi.text = "有本事,再碰我一下!";
        }
        else{
            wenzi.text = "想抓我,呵呵&……*"; 
            wenzi.enabled = true;
        }
        if(pzhuangtime > pzhuang_time){
            hit.gameObject.GetComponent.<Animation>().Play("fly");
            wenzi.text = "我可以飞的更高SB。";
            pzhuangtime = 0.0;
            pzhuang = false;
            inventory.charge++;

        }
    }
               
    
}

下面是光线透射脚本。这脚本编译没错,但是功能没有实现。

#pragma strict
import UnityEngine.UI;

function Updata(){
    var hit: RaycastHit;
    if (Physics.Raycast(transform.position,transform.forward,hit,3)){
        if(hit.collider.gameObject.tag == "tong"){
            var pzhuangobject: GameObject = hit.collider.gameObject;
            gameObject.Find("Canvas/tong").GetComponent(Text).text = " 这是一个桶 ";
        }
    }
}

下面是触发器合集。

#pragma strict
import UnityEngine.UI;


static var power_t: boolean = false;
private var pow_time: float = 0.0;
private var speed: float = 0.0;
private var wenzi_time: float = 0.0;
var wenzi: Text;


function Start(){
    
}

function Update(){
    if (power_t == true){
        pow_time += Time.deltaTime;
        gameObject.Find("FPControl").GetComponent(fpcyidong).jumpspeed = 16.0;
        
            
    }
    if (pow_time > 60.0){
        power_t = false;
        gameObject.Find("FPControl").GetComponent(fpcyidong).jumpspeed = 8.0;
        pow_time = 0.0;
    }
    if (wenzi.enabled){
        wenzi_time += Time.deltaTime;
        if (wenzi_time > 10.0){
            wenzi.enabled = false;
            wenzi_time = 0.0;
        }
    }
}
function OnTriggerEnter(col:Collider){
    if(col.gameObject.tag == "Player"){
        //transform.FindChild("door").SendMessage("dooropen");
        //col.gameObject.SendMessage("pickup");
        wenzi.text = "这是一个魔力桶,获得60秒超级跳!";
        power_t = true ;
        wenzi.enabled = true;
        //Destroy(gameObject.transform.parent.gameObject);
    }
    
}
#pragma strict
import UnityEngine.UI;

static var power_q: boolean = false;
var wenzi: Text;
function Start () {
	
}

function OnTriggerEnter(col:Collider){
    if(col.gameObject.tag == "Player"){
        wenzi.text = "这是一个神奇的球,获得终身W冲刺";
        power_q = true ;
        wenzi.enabled = true;
    }
}
#pragma strict
import UnityEngine.UI;
var wenzi: Text;

function OnTriggerEnter(col:Collider){
    if(col.gameObject.tag == "Player"){
        if(inventory.charge > 5){
            wenzi.text = "啊我再飞#¥!";
            Destroy(gameObject);
            Destroy(gameObject.Find("WaterBasicDaytime"));
            wenzi.enabled = true;
            
        }

    }
#pragma strict

import UnityEngine.UI;
import UnityEngine.SceneManagement;

var wenzi: Text;

function OnTriggerEnter(col:Collider){
    if(col.gameObject.tag == "Player"){
        wenzi.text = "GAME OVER WISH TO NEXT TIME";
        Destroy(col.gameObject);
        wenzi.enabled = true;
        SceneManager.LoadScene("02");
    }
}
#pragma strict
import UnityEngine.UI;

var wenzi: Text;

function OnTriggerEnter(col:Collider){
    if(col.gameObject.tag == "Player"){
        wenzi.text = "GAME OVER";
        Destroy(col.gameObject);
        wenzi.enabled = true;
    }
}
#pragma strict

private var chufatime: float = 0.0;
private var chufa: boolean = false;
private var chufaobject: GameObject;

var chufa_time: float = 3.0;
var collecthudie: AudioClip;
var wenzi : Text;

function Update(){
    if(chufa){
        chufatime += Time.deltaTime;
        print(chufatime);
    }
}
	

function OnTriggerEnter(col:Collider){
    if(col.gameObject.tag == "Player"){
        if (inventory.charge > 4){
            chufa = true;
        }
        else
            wenzi.text = "bang wo na jige xiang zi lai";
        if(chufatime > chufa_time){
            gameObject.GetComponent.<Animation>().Play("fly");
            AudioSource.PlayClipAtPoint(collecthudie,transform.position);
            chufatime = 0.0;
            chufa = false;
        }
    }
}

下面是旋转和变色脚本

#pragma strict


function Update () {
    transform.Rotate(0,100*Time.deltaTime,0);
	
}
function OnTriggerEnter(col:Collider){
    if(col.gameObject.tag == "Player"){
        //transform.FindChild("door").SendMessage("dooropen");
        col.gameObject.SendMessage("pickup");
        Destroy(gameObject);
    }
}
#pragma strict
var t:float = 0;

function Start () {
	
}

function Update () {
    t += Time.deltaTime;
    if (t <= 2){
        GetComponent.<Renderer>().material.color = Color.blue;
    }
    else if (t > 2 && t <= 5){
        GetComponent.<Renderer>().material.color = Color.red;
    }
    else{
        GetComponent.<Renderer>().material.color = Color.green;
    }
    if (t > 7)
        t = 0;


}

下面是收集物品脚本,另一内建数组var cms:Renderer[];    for(var co:Renderer in cms){co.material.color = Color.red;},给数组内所有对象的  渲染器组件  染色。

#pragma strict
import UnityEngine.UI;


static var charge: int = 0;
var collectSound: AudioClip;

var powerui_raw: RawImage;
var textures: Texture2D[];
var wenzi: Text;

function Start () {
    charge = 0;	
}
function pickup(){
    AudioSource.PlayClipAtPoint(collectSound,transform.position);
    charge++;
    wenzi.text = "哎呀获得一个箱子";
    powerui_raw.texture = textures[charge];
    wenzi.enabled = true;
    print (charge);

}

最后是游戏开始脚本

#pragma strict
import UnityEngine.SceneManagement;

function OnGUI(){
    if(GUI.Button(Rect(180,100,60,30),"退出")){
        Application.Quit();
    }
    if(GUI.Button(Rect(280,100,60,30),"开始")){
        Application.LoadLevel("01");
    }

}
function Update(){
    if (Input.GetKey(KeyCode.Q))
        transform.Rotate(0,-25*Time.deltaTime,0,Space.Self);
    if (Input.GetKey(KeyCode.E))
        transform.Rotate(0,25*Time.deltaTime,0,Space.Self);
}

loadlevel是能用的但是过时了,用LoadScene