ここに言語を入力 ``` ここに言語を入力 ``` コード ```### 前提・実現したいこと カメラが小刻みに揺れるため最低速度を設定して揺れないようにしたい ### 発生している問題・エラーメッセージ ``` unityのstandardasset内のrigidbodyFirstPersonControllerを少し改造したもののコードのどこを直せば最低速度を設定できるようになるかわからない。 ``` ### 該当のソースコード ```C# using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; namespace UnityStandardAssets.Characters.FirstPerson { [RequireComponent(typeof(Rigidbody))] [RequireComponent(typeof(CapsuleCollider))] public class RigidbodyFirstPersonController : MonoBehaviour { [Serializable] public class MovementSettings { public float ForwardSpeed = 8.0f; public float BackwardSpeed = 4.0f; public float StrafeSpeed = 4.0f; public float RunMultiplier = 2.0f; public KeyCode RunKey = KeyCode.LeftShift; public float JumpForce = 30f; public AnimationCurve SlopeCurveModifier = new AnimationCurve(new Keyframe(-90.0f, 1.0f), new Keyframe(0.0f, 1.0f), new Keyframe(90.0f, 0.0f)); [HideInInspector] public float CurrentTargetSpeed = 8f; #if !MOBILE_INPUT private bool m_Running; #endif public void UpdateDesiredTargetSpeed(Vector2 input) { if (input == Vector2.zero) return; if (input.x > 0 || input.x < 0) { CurrentTargetSpeed = StrafeSpeed; } if (input.y < 0) { CurrentTargetSpeed = BackwardSpeed; } if (input.y > 0) { CurrentTargetSpeed = ForwardSpeed; } #if !MOBILE_INPUT if (Input.GetKey(RunKey)) { CurrentTargetSpeed *= RunMultiplier; m_Running = true; } else { m_Running = false; } #endif } #if !MOBILE_INPUT public bool Running { get { return m_Running; } } #endif } [Serializable] public class AdvancedSettings { public float groundCheckDistance = 0.01f; // distance for checking if the controller is grounded ( 0.01f seems to work best for this ) public float stickToGroundHelperDistance = 0.5f; public float slowDownRate = 20f; public bool airControl; [Tooltip("set it to 0.1 or more if you get stuck in wall")] public float shellOffset; } public Camera cam; public MovementSettings movementSettings = new MovementSettings(); public MouseLook mouseLook = new MouseLook(); public AdvancedSettings advancedSettings = new AdvancedSettings(); private Rigidbody m_RigidBody; private CapsuleCollider m_Capsule; private float m_YRotation; private Vector3 m_GroundContactNormal; private bool m_Jump, m_PreviouslyGrounded, m_Jumping, m_IsGrounded; [HideInInspector] public Vector2 RunAxis; [HideInInspector] public bool JumpAxis; public Vector3 Velocity { get { return m_RigidBody.velocity; } } public bool Grounded { get { return m_IsGrounded; } } public bool Jumping { get { return m_Jumping; } } public bool Running { get { #if !MOBILE_INPUT return movementSettings.Running; #else return false; #endif } } private void Start() { m_RigidBody = GetComponent<Rigidbody>(); m_Capsule = GetComponent<CapsuleCollider>(); mouseLook.Init (transform, cam.transform); } private void Update() { RotateView(); if (JumpAxis && !m_Jump) { m_Jump = true; } } private void FixedUpdate() { GroundCheck(); Vector2 input = GetInput(); if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && (advancedSettings.airControl || m_IsGrounded)) { Vector3 desiredMove = cam.transform.forward*input.y + cam.transform.right*input.x; desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized; desiredMove.x = desiredMove.x*movementSettings.CurrentTargetSpeed; desiredMove.z = desiredMove.z*movementSettings.CurrentTargetSpeed; desiredMove.y = desiredMove.y*movementSettings.CurrentTargetSpeed; if (m_RigidBody.velocity.sqrMagnitude < (movementSettings.CurrentTargetSpeed*movementSettings.CurrentTargetSpeed)) { m_RigidBody.AddForce(desiredMove*SlopeMultiplier(), ForceMode.Impulse); } } if (m_IsGrounded) { m_RigidBody.drag = 5f; if (m_Jump) { m_RigidBody.drag = 0f; m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z); m_RigidBody.AddForce(new Vector3(0f, movementSettings.JumpForce, 0f), ForceMode.Impulse); m_Jumping = true; } if (!m_Jumping && Mathf.Abs(input.x) < float.Epsilon && Mathf.Abs(input.y) < float.Epsilon && m_RigidBody.velocity.magnitude < 1f) { m_RigidBody.Sleep(); } } else { m_RigidBody.drag = 0f; if (m_PreviouslyGrounded && !m_Jumping) { StickToGroundHelper(); } } m_Jump = false; } private float SlopeMultiplier() { float angle = Vector3.Angle(m_GroundContactNormal, Vector3.up); return movementSettings.SlopeCurveModifier.Evaluate(angle); } private void StickToGroundHelper() { RaycastHit hitInfo; if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo, ((m_Capsule.height/2f) - m_Capsule.radius) + advancedSettings.stickToGroundHelperDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore)) { if (Mathf.Abs(Vector3.Angle(hitInfo.normal, Vector3.up)) < 85f) { m_RigidBody.velocity = Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal); } } } private Vector2 GetInput() { Vector2 input = new Vector2 { x = RunAxis.x, y = RunAxis.y }; movementSettings.UpdateDesiredTargetSpeed(input); return input; } private void RotateView() { if (Mathf.Abs(Time.timeScale) < float.Epsilon) return; float oldYRotation = transform.eulerAngles.y; mouseLook.LookRotation (transform, cam.transform); if (m_IsGrounded || advancedSettings.airControl) { Quaternion velRotation = Quaternion.AngleAxis(transform.eulerAngles.y - oldYRotation, Vector3.up); m_RigidBody.velocity = velRotation*m_RigidBody.velocity; } } private void GroundCheck() { m_PreviouslyGrounded = m_IsGrounded; RaycastHit hitInfo; if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo, ((m_Capsule.height/2f) - m_Capsule.radius) + advancedSettings.groundCheckDistance, Physics.AllLayers, QueryTriggerInteraction.Ignore)) { m_IsGrounded = true; m_GroundContactNormal = hitInfo.normal; } else { m_IsGrounded = false; m_GroundContactNormal = Vector3.up; } if (!m_PreviouslyGrounded && m_IsGrounded && m_Jumping) { m_Jumping = false; } } } } ``` ### 試したこと private void StickToGroundHelper()内の最後のif文内に if (Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal).y > 0.01f|| Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal).x > 0.01f|| Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal).z > 0.01f) { m_RigidBody.velocity = Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal); } else { m_RigidBody.velocity = Vector3.zero; } を追加した ### 補足情報(FW/ツールのバージョンなど)
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