c# - Unity 2018 C# - Fbx 使用输入运行动画缩放?
问题描述
我已经想出了如何在我的冒险游戏中为我的角色在 Unity 中制作 fbx 动画,但现在我希望我的角色的运行动画移动,其运动速度与 xbox 控制器上控制杆的输入相关.
另外,当我将来添加行走动画时,我希望为控制杆输入设置一个阈值,以便在控制杆输入最少时角色行走,当控制杆输入更多时角色运行。有什么建议吗?
这是我的代码。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerCharacterController : MonoBehaviour {
static Animator anim;
public bool walking;
public GameObject playerModel, Hero;
//Transforms
public Transform playerCam, character, centerPoint;
private Vector3 moveDirection;
//character controller declaration
CharacterController player;
//Mouse Rotation
private float rotX, rotY;
//Mouse Y Position
public float mouseYPosition = 1f;
//Mouse Sensitivity
public float Sensitivity = 10f;
//Mouse Zoom
private float zoom;
public float zoomSpeed = 2;
//Clamping Zoom
public float zoomMin = -2f;
public float zoomMax = -10f;
public float rotationSpeed = 5f;
//Move Front Back left & Right
private float moveFB, moveLR;
//Movement Speed
public float Speed = 2f;
//Velocity of Gravity
public float verticalVelocity;
//Jump Distance
public float jumpDist = 5f;
//Multiple Jumps
int jumpTimes;
//To use with Dialogue Manager
public DialogueManager DiagM;
public AudioClip jumpSound;
public AudioClip HurtSound;
AudioSource audioSource;
//knockback
public float knockBackForce;
public float knockBackTime;
private float knockBackCounter;
// Use this for initialization
void Start ()
{
//character controller
player = GameObject.Find("Player").GetComponent<CharacterController> ();
anim = GetComponent<Animator>();
//mouse zoom
zoom = -3;
centerPoint.transform.position = playerCam.transform.position;
centerPoint.transform.parent = null;
audioSource = GetComponent<AudioSource>();
}
// Update is called once per frame
void Update ()
{
//if (DiagM.StartDialogue)
//{ return; }
//Mouse Zoom Input
zoom += Input.GetAxis ("Mouse ScrollWheel") * zoomSpeed;
if (zoom > zoomMin)
zoom = zoomMin;
if (zoom < zoomMax)
zoom = zoomMax;
//Mouse Camera Input
playerCam.transform.localPosition = new Vector3 (0, 0, zoom);
//Mouse Rotation
rotX += Input.GetAxis ("Mouse X") * Sensitivity;
rotY -= Input.GetAxis ("Mouse Y") * Sensitivity;
//Clamp Camera
rotY = Mathf.Clamp (rotY, -60f, 60f);
playerCam.LookAt (centerPoint);
centerPoint.localRotation = Quaternion.Euler (rotY, rotX, 0);
//Movement Speed
if (knockBackCounter <= 0)
{
moveDirection = (transform.forward * Input.GetAxis("Vertical")) + (transform.right * Input.GetAxis("Horizontal"));
moveDirection = moveDirection * Speed;
moveDirection.y = verticalVelocity;
player.Move(moveDirection * Time.deltaTime);
//Movement Rotation
centerPoint.position = new Vector3 (character.position.x, character.position.y + mouseYPosition, character.position.z);
//knockback disable
//Movement Input
if (Input.GetAxis("Vertical") != 0 || Input.GetAxis("Horizontal") != 0)
{
transform.rotation = Quaternion.Euler(0f, centerPoint.rotation.eulerAngles.y, 0f);
Quaternion turnAngle = Quaternion.LookRotation(new Vector3(moveDirection.x, 0f, moveDirection.z));
playerModel.transform.rotation = Quaternion.Slerp(playerModel.transform.rotation, turnAngle, Time.deltaTime * rotationSpeed);
if (player.isGrounded == true)
{
anim.Play("Running");
}
}
else
{
if (player.isGrounded == true)
{ anim.Play("Idle"); }
}
if (player.isGrounded == true)
{
jumpTimes = 0;
verticalVelocity = -Physics.gravity.y * Time.deltaTime;
}
else
{
verticalVelocity += Physics.gravity.y * Time.deltaTime;
}
if (Input.GetButtonDown("Submit"))
{
anim.Play("Hello");
}
if (jumpTimes < 1)
{
if (Input.GetButtonDown("Jump"))
{
verticalVelocity += jumpDist;
anim.Play("Jump");
audioSource.PlayOneShot(jumpSound, 1F);
jumpTimes += 1;
}
}
}
else
{
knockBackCounter -= Time.deltaTime;
}
}
public void Knockback(Vector3 direction)
{
knockBackCounter = knockBackTime;
anim.SetTrigger("isJumping");
audioSource.PlayOneShot(HurtSound, 50F);
moveDirection = direction * knockBackForce;
moveDirection.y = knockBackForce;
}
}
解决方案
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