• CharacterMotor_刚体角色驱动


    using UnityEngine;
    
    //this class holds movement functions for a rigidbody character such as player, enemy, npc..
    //you can then call these functions from another script, in order to move the character
    [RequireComponent(typeof(Rigidbody))]
    public class CharacterMotor : MonoBehaviour 
    {
        [HideInInspector]
        public Vector3 currentSpeed;
        [HideInInspector]
        public float DistanceToTarget;
        
        void Awake()
        {
            rigidbody.interpolation = RigidbodyInterpolation.Interpolate;//设置插值,对于主角等可以让运动平滑
            rigidbody.constraints = RigidbodyConstraints.FreezeRotation;//冻结旋转
    
            //如没有物理材质新建添加
            if(collider.material.name == "Default (Instance)")
            {
                PhysicMaterial pMat = new PhysicMaterial();
                pMat.name = "Frictionless";
                pMat.frictionCombine = PhysicMaterialCombine.Multiply;
                pMat.bounceCombine = PhysicMaterialCombine.Multiply;
                pMat.dynamicFriction = 0f;
                pMat.staticFriction = 0f;
                collider.material = pMat;
                Debug.LogWarning("No physics material found for CharacterMotor, a frictionless one has been created and assigned", transform);
            }
        }
        //move rigidbody to a target and return the bool "have we arrived?"
        public bool MoveTo(Vector3 destination, float acceleration, float stopDistance, bool ignoreY)
        {
            Vector3 relativePos = (destination - transform.position);
            if(ignoreY)
                relativePos.y = 0;
    
            //向量长度 到目标点距离
            DistanceToTarget = relativePos.magnitude;
            //运动参数
            if (DistanceToTarget <= stopDistance)
                return true;
            else
                rigidbody.AddForce(relativePos.normalized * acceleration * Time.deltaTime, ForceMode.VelocityChange);
                return false;
        }
        
        //rotates rigidbody to face its current velocity
        public void RotateToVelocity(float turnSpeed, bool ignoreY)
        {    
            Vector3 dir;
            if(ignoreY)
                dir = new Vector3(rigidbody.velocity.x, 0f, rigidbody.velocity.z);
            else
                dir = rigidbody.velocity; //刚体的速度向量
            
            if (dir.magnitude > 0.1)
            {
                Quaternion dirQ = Quaternion.LookRotation (dir);
                Quaternion slerp = Quaternion.Slerp (transform.rotation, dirQ, dir.magnitude * turnSpeed * Time.deltaTime);
                rigidbody.MoveRotation(slerp);
            }
        }
        
        //rotates rigidbody to a specific direction
        public void RotateToDirection(Vector3 lookDir, float turnSpeed, bool ignoreY)
        {
            Vector3 characterPos = transform.position;
            if(ignoreY)
            {
                characterPos.y = 0;
                lookDir.y = 0;
            }
            
            Vector3 newDir = lookDir - characterPos;
            Quaternion dirQ = Quaternion.LookRotation (newDir);
            Quaternion slerp = Quaternion.Slerp (transform.rotation, dirQ, turnSpeed * Time.deltaTime);
            rigidbody.MoveRotation (slerp);
        }
        
        // apply friction to rigidbody, and make sure it doesn't exceed its max speed
        public void ManageSpeed(float deceleration, float maxSpeed, bool ignoreY)
        {    
            currentSpeed = rigidbody.velocity;
            if (ignoreY)
                currentSpeed.y = 0;
            
            if (currentSpeed.magnitude > 0)
            {
                rigidbody.AddForce ((currentSpeed * -1) * deceleration * Time.deltaTime, ForceMode.VelocityChange);
                if (rigidbody.velocity.magnitude > maxSpeed)
                    rigidbody.AddForce ((currentSpeed * -1) * deceleration * Time.deltaTime, ForceMode.VelocityChange);
            }
        }
    }
    
    /* NOTE: ManageSpeed does a similar job to simply increasing the friction property of a rigidbodies "physics material"
     * but this is unpredictable and can result in sluggish controls and things like gripping against walls as you walk/falls past them
     * it's not ideal for gameplay, and so we use 0 friction physics materials and control friction ourselves with the ManageSpeed function instead */
    
    /* NOTE: when you use MoveTo, make sure the stopping distance is something like 0.3 and not 0
     * if it is 0, the object is likely to never truly reach the destination, and it will jitter on the spot as it
     * attempts to move toward the destination vector but overshoots it each frame
     */
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  • 原文地址:https://www.cnblogs.com/softimagewht/p/3747787.html
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