質問編集履歴
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質問内容を変更
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原因をご教授ください。
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タグはしっかり設定しています。
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デバッグログで接触していることも検知してあります。
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プレイヤーを動かしているスクリプト、
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プレイヤーを動かしているスクリプトを貼っています。
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もう一つスクリプトがありますが、関係ないとみて貼っていません。
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```namespace UnityStandardAssets.Characters.ThirdPerson
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{
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[RequireComponent(typeof(Rigidbody))]
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[RequireComponent(typeof(CapsuleCollider))]
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[RequireComponent(typeof(Animator))]
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public class ThirdPersonCharacter : MonoBehaviour
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{
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[SerializeField] float m_MovingTurnSpeed = 360;
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[SerializeField] float m_StationaryTurnSpeed = 180;
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[SerializeField] float m_JumpPower = 12f;
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[Range(1f, 4f)][SerializeField] float m_GravityMultiplier = 2f;
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[SerializeField] float m_RunCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others
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[SerializeField] float m_MoveSpeedMultiplier = 1f;
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[SerializeField] float m_AnimSpeedMultiplier = 1f;
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[SerializeField] float m_GroundCheckDistance = 0.1f;
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Rigidbody m_Rigidbody;
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Animator m_Animator;
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bool m_IsGrounded;
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float m_OrigGroundCheckDistance;
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const float k_Half = 0.5f;
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float m_TurnAmount;
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float m_ForwardAmount;
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Vector3 m_GroundNormal;
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float m_CapsuleHeight;
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Vector3 m_CapsuleCenter;
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CapsuleCollider m_Capsule;
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bool m_Crouching;
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using UnityStandardAssets.CrossPlatformInput;
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using System.Collections;
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using System.Collections.Generic;
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namespace UnityStandardAssets.Characters.ThirdPerson
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{
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[RequireComponent(typeof (ThirdPersonCharacter))]
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public class ThirdPersonUserControl : MonoBehaviour
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{
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private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
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private Transform m_Cam; // A reference to the main camera in the scenes transform
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private Vector3 m_CamForward; // The current forward direction of the camera
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private Vector3 m_Move;
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private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.
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void Start()
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{
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m_Animator = GetComponent<Animator>();
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m_Rigidbody = GetComponent<Rigidbody>();
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m_Capsule = GetComponent<CapsuleCollider>();
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m_CapsuleHeight = m_Capsule.height;
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{
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m_CapsuleCenter = m_Capsule.center;
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}
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else
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{
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Debug.LogWarning(
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"Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject);
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// we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
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}
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m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
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m_OrigGroundCheckDistance = m_GroundCheckDistance;
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}
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public void Move(Vector3 move, bool crouch, bool jump)
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{
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if (!m_Jump)
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{
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m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
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}
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}
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// convert the world relative moveInput vector into a local-relative
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// turn amount and forward amount required to head in the desired
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// direction.
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if (move.magnitude > 1f) move.Normalize();
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move = transform.InverseTransformDirection(move);
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CheckGroundStatus();
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move = Vector3.ProjectOnPlane(move, m_GroundNormal);
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m_TurnAmount = Mathf.Atan2(move.x, move.z);
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m_ForwardAmount = move.z;
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// Fixed update is called in sync with physics
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private void FixedUpdate()
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{
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ApplyExtraTurnRotation();
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float h = CrossPlatformInputManager.GetAxis("Horizontal");
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float v = CrossPlatformInputManager.GetAxis("Vertical");
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bool crouch = Input.GetKey(KeyCode.C);
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// control and velocity handling is different when grounded and airborne:
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if (m_IsGrounded)
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{
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// calculate camera relative direction to move:
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m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
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HandleGroundedMovement(crouch, jump);
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}
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else
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{
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// we use world-relative directions in the case of no main camera
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HandleAirborneMovement();
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}
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ScaleCapsuleForCrouching(crouch);
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PreventStandingInLowHeadroom();
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// send input and other state parameters to the animator
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UpdateAnimator(move);
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}
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void ScaleCapsuleForCrouching(bool crouch)
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{
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if (m_IsGrounded && crouch)
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{
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if (m_Crouching) return;
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m_Capsule.height = m_Capsule.height / 2f;
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m_Capsule.center = m_Capsule.center / 2f;
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m_Crouching = true;
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}
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else
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{
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Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
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float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
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if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
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{
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m_Crouching = true;
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return;
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}
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m_Capsule.height = m_CapsuleHeight;
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m_Capsule.center = m_CapsuleCenter;
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m_Crouching = false;
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}
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}
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void PreventStandingInLowHeadroom()
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{
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// prevent standing up in crouch-only zones
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if (!m_Crouching)
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{
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Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up);
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float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half;
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if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, Physics.AllLayers, QueryTriggerInteraction.Ignore))
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{
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m_Crouching = true;
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}
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}
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}
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void UpdateAnimator(Vector3 move)
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{
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// update the animator parameters
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m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime);
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m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime);
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m_Animator.SetBool("Crouch", m_Crouching);
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m_Animator.SetBool("OnGround", m_IsGrounded);
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if (!m_IsGrounded)
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{
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m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y);
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}
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// calculate which leg is behind, so as to leave that leg trailing in the jump animation
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// (This code is reliant on the specific run cycle offset in our animations,
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// and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5)
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float runCycle =
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Mathf.Repeat(
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m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1);
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float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount;
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if (m_IsGrounded)
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{
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m_Animator.SetFloat("JumpLeg", jumpLeg);
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}
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// the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector,
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// which affects the movement speed because of the root motion.
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if (m_IsGrounded && move.magnitude > 0)
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{
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m_Animator.speed = m_AnimSpeedMultiplier;
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}
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else
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{
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// don't use that while airborne
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m_Animator.speed = 1;
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}
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}
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void HandleAirborneMovement()
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{
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//
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// apply extra gravity from multiplier:
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Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity;
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m_Rigidbody.AddForce(extraGravityForce);
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m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f;
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}
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void HandleGroundedMovement(bool crouch, bool jump)
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{
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// check whether conditions are right to allow a jump:
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if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded"))
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{
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// jump!
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m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z);
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m_IsGrounded = false;
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m_Animator.applyRootMotion = false;
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m_GroundCheckDistance = 0.1f;
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}
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}
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void ApplyExtraTurnRotation()
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{
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// help the character turn faster (this is in addition to root rotation in the animation)
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float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount);
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transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0);
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}
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public void OnAnimatorMove()
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{
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// we implement this function to override the default root motion.
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// this allows us to modify the positional speed before it's applied.
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if (m_IsGrounded && Time.deltaTime > 0)
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{
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Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime;
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// we preserve the existing y part of the current velocity.
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v.y = m_Rigidbody.velocity.y;
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m_Rigidbody.velocity = v;
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}
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}
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void CheckGroundStatus()
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{
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RaycastHit hitInfo;
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#if UNITY_EDITOR
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// helper to visualise the ground check ray in the scene view
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Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance));
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#endif
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// 0.1f is a small offset to start the ray from inside the character
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// it is also good to note that the transform position in the sample assets is at the base of the character
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if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance))
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{
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m_GroundNormal = hitInfo.normal;
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m_IsGrounded = true;
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m_Animator.applyRootMotion = true;
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}
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else
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{
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m_IsGrounded = false;
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m_GroundNormal = Vector3.up;
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m_Animator.applyRootMotion = false;
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}
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// pass all parameters to the character control script
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m_Character.Move(m_Move, crouch, m_Jump);
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m_Jump = false;
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}
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void
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void OnCollisionEnter(Collision col)
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{
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if (col.gameObject.tag == "MoveStage")
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{
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transform.
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transform.SetParent(col.transform);
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Debug.Log("parenting");
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}
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}
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void OnCollisionExit()
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void OnCollisionExit(Collision col)
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{
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if (col.gameObject.tag == "MoveStage")
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{
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transform.SetParent(null);
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}
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}
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}
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}
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コード
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```
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``` Vector3 initPosition;
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Vector3 newPosition;
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public float distance = 1f;
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private List<Rigidbody> _rigidbodies = new List<Rigidbody>();
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// Use this for initialization
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void Start()
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{
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/*
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このスクリプトを付けたゲームオブジェクト(this)の
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トランスフォームコンポーネント(transform)の
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位置(position)をinitPositionに格納している。
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*/
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initPosition = this.transform.position;
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}
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// Update is called once per frame
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void Update()
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{
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/*
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プッシャーが反復運動するよう、フレーム毎に位置を更新している。
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ここでは、z軸方向に反復運動するようにしている。
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反復運動の移動モデルはsin関数である。
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*/
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newPosition = new Vector3(initPosition.x + distance * Mathf.Sin(Time.time),
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initPosition.y,
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initPosition.z);
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/*
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Start関数内ではthis.transform.positionにてゲームオブジェクトの
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トランスフォームコンポーネントの情報を取得していた。
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トランスフォームコンポーネント以外のコンポーネントは
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GetComponent()の様に取得する必要がある(Unity5から)。
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*/
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this.GetComponent<Rigidbody>().MovePosition(newPosition);
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}
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141
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-
コード
|
142
251
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```
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3
質問内容の修正
title
CHANGED
File without changes
|
body
CHANGED
@@ -3,6 +3,8 @@
|
|
3
3
|
原因をご教授ください。
|
4
4
|
タグはしっかり設定しています。
|
5
5
|
デバッグログで接触していることも検知してあります。
|
6
|
+
プレイヤーを動かしているスクリプト、
|
7
|
+
床を動かしているスクリプトを貼っています。
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6
8
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7
9
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``` using System;
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8
10
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using UnityEngine;
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@@ -98,4 +100,43 @@
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98
100
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}
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99
101
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100
102
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コード
|
103
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+
```
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104
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+
|
105
|
+
``` Vector3 initPosition;
|
106
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+
Vector3 newPosition;
|
107
|
+
|
108
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+
public float distance = 1f;
|
109
|
+
private List<Rigidbody> _rigidbodies = new List<Rigidbody>();
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110
|
+
|
111
|
+
// Use this for initialization
|
112
|
+
void Start()
|
113
|
+
{
|
114
|
+
/*
|
115
|
+
このスクリプトを付けたゲームオブジェクト(this)の
|
116
|
+
トランスフォームコンポーネント(transform)の
|
117
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+
位置(position)をinitPositionに格納している。
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118
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+
*/
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119
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+
initPosition = this.transform.position;
|
120
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+
}
|
121
|
+
|
122
|
+
// Update is called once per frame
|
123
|
+
void Update()
|
124
|
+
{
|
125
|
+
/*
|
126
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+
プッシャーが反復運動するよう、フレーム毎に位置を更新している。
|
127
|
+
ここでは、z軸方向に反復運動するようにしている。
|
128
|
+
反復運動の移動モデルはsin関数である。
|
129
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+
*/
|
130
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+
newPosition = new Vector3(initPosition.x + distance * Mathf.Sin(Time.time),
|
131
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+
initPosition.y,
|
132
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+
initPosition.z);
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133
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+
/*
|
134
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+
Start関数内ではthis.transform.positionにてゲームオブジェクトの
|
135
|
+
トランスフォームコンポーネントの情報を取得していた。
|
136
|
+
トランスフォームコンポーネント以外のコンポーネントは
|
137
|
+
GetComponent()の様に取得する必要がある(Unity5から)。
|
138
|
+
*/
|
139
|
+
this.GetComponent<Rigidbody>().MovePosition(newPosition);
|
140
|
+
}
|
141
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+
コード
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101
142
|
```
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2
質問内容の修正
title
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body
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1
質問内容の修正
title
CHANGED
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body
CHANGED
@@ -2,38 +2,100 @@
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|
2
2
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しかし、プレイヤーだけ動かず着地地点に固定されたままです。
|
3
3
|
原因をご教授ください。
|
4
4
|
タグはしっかり設定しています。
|
5
|
+
デバッグログで接触していることも検知してあります。
|
5
6
|
|
7
|
+
``` using System;
|
8
|
+
using UnityEngine;
|
9
|
+
using UnityStandardAssets.CrossPlatformInput;
|
10
|
+
using System.Collections;
|
11
|
+
using System.Collections.Generic;
|
12
|
+
|
13
|
+
namespace UnityStandardAssets.Characters.ThirdPerson
|
14
|
+
{
|
15
|
+
[RequireComponent(typeof (ThirdPersonCharacter))]
|
6
|
-
|
16
|
+
public class ThirdPersonUserControl : MonoBehaviour
|
7
|
-
void Start ()
|
8
17
|
{
|
18
|
+
private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
|
19
|
+
private Transform m_Cam; // A reference to the main camera in the scenes transform
|
20
|
+
private Vector3 m_CamForward; // The current forward direction of the camera
|
9
|
-
|
21
|
+
private Vector3 m_Move;
|
10
|
-
}
|
11
|
-
|
12
|
-
void Update ()
|
13
|
-
{
|
14
|
-
Vector3 lossScale = transform.lossyScale;
|
15
|
-
Vector3 localScale = transform.localScale;
|
16
|
-
transform.localScale = new Vector3(
|
17
|
-
|
22
|
+
private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.
|
18
|
-
localScale.y / lossScale.y * defaultScale.y,
|
19
|
-
localScale.z / lossScale.z * defaultScale.z
|
20
|
-
);
|
21
|
-
}
|
22
23
|
|
23
|
-
|
24
|
+
|
24
|
-
if (transform.parent == null && collision.gameObject.tag == "MoveFloor") {
|
25
|
-
|
25
|
+
private void Start()
|
26
|
+
{
|
26
|
-
|
27
|
+
// get the transform of the main camera
|
28
|
+
if (Camera.main != null)
|
29
|
+
{
|
27
|
-
|
30
|
+
m_Cam = Camera.main.transform;
|
28
|
-
|
31
|
+
}
|
32
|
+
else
|
33
|
+
{
|
34
|
+
Debug.LogWarning(
|
35
|
+
"Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject);
|
36
|
+
// we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
|
37
|
+
}
|
29
38
|
|
39
|
+
// get the third person character ( this should never be null due to require component )
|
40
|
+
m_Character = GetComponent<ThirdPersonCharacter>();
|
30
|
-
|
41
|
+
}
|
31
42
|
|
43
|
+
|
32
|
-
void
|
44
|
+
private void Update()
|
33
|
-
if (transform.parent != null && collision.gameObject.tag == "MoveFloor")
|
34
|
-
|
45
|
+
{
|
46
|
+
if (!m_Jump)
|
47
|
+
{
|
48
|
+
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
|
49
|
+
}
|
50
|
+
}
|
51
|
+
|
52
|
+
|
53
|
+
// Fixed update is called in sync with physics
|
54
|
+
private void FixedUpdate()
|
55
|
+
{
|
56
|
+
// read inputs
|
57
|
+
float h = CrossPlatformInputManager.GetAxis("Horizontal");
|
58
|
+
float v = CrossPlatformInputManager.GetAxis("Vertical");
|
59
|
+
bool crouch = Input.GetKey(KeyCode.C);
|
60
|
+
|
61
|
+
// calculate move direction to pass to character
|
62
|
+
if (m_Cam != null)
|
63
|
+
{
|
64
|
+
// calculate camera relative direction to move:
|
65
|
+
m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized;
|
66
|
+
m_Move = v*m_CamForward + h*m_Cam.right;
|
67
|
+
}
|
68
|
+
else
|
69
|
+
{
|
70
|
+
// we use world-relative directions in the case of no main camera
|
71
|
+
m_Move = v*Vector3.forward + h*Vector3.right;
|
72
|
+
}
|
73
|
+
#if !MOBILE_INPUT
|
74
|
+
// walk speed multiplier
|
75
|
+
if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
|
76
|
+
#endif
|
77
|
+
|
78
|
+
// pass all parameters to the character control script
|
79
|
+
m_Character.Move(m_Move, crouch, m_Jump);
|
80
|
+
m_Jump = false;
|
81
|
+
}
|
82
|
+
|
83
|
+
void OnCollisionStay(Collision col)
|
84
|
+
{
|
85
|
+
if (col.gameObject.tag == "MoveStage")
|
86
|
+
{
|
87
|
+
transform.parent = col.gameObject.transform;
|
88
|
+
Debug.Log("parenting");
|
89
|
+
}
|
90
|
+
}
|
91
|
+
void OnCollisionExit()
|
92
|
+
{
|
35
|
-
|
93
|
+
transform.parent = null;
|
94
|
+
Debug.Log("exit");
|
36
|
-
|
95
|
+
}
|
96
|
+
|
37
|
-
|
97
|
+
}
|
98
|
+
}
|
99
|
+
|
38
100
|
コード
|
39
101
|
```
|