回答編集履歴
1
「上下に動く時は遅くなってしまう」のコードを修正
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CHANGED
@@ -26,57 +26,57 @@
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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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// ここまで変更なしのため省略
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void UpdateAnimator(Vector3 move)
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{
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// update the animator parameters
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// ここの2行を...
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/*
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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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*/
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// このようにして、アニメーションのForwardとTurnが即座に目標値に到達するようにしてみる
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m_Animator.SetFloat("Forward", m_ForwardAmount);
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m_Animator.SetFloat("Turn", m_TurnAmount);
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// 残りは変更なしのため省略
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}
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// 残りは変更なしのため省略
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}
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}
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[RequireComponent(typeof (ThirdPersonCharacter))]
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public class Move2 : 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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private Quaternion m_InitialRotation; // The rotation of the transform at the Start
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private void Start()
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{
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// get the third person character ( this should never be null due to require component )
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m_Character = GetComponent<ThirdPersonCharacter>();
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m_InitialRotation = transform.rotation;
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}
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private void Update() {
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}
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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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// read inputs
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float h = Input.GetAxisRaw("Horizontal");
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float v = Input.GetAxisRaw("Vertical");
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bool crouch = Input.GetKey(KeyCode.C);
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// キャラ操作の前後左右をカメラの方向に合わせる
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// 入力値をそのままキャラクターの移動方向として処理する
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m_Move = v*Vector3.forward + h*Vector3.right;
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// pass all parameters to the character control script
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m_Character.Move(m_InitialRotation * m_Move, crouch, m_Jump);
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m_Jump = false;
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}
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}
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}
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**「上下に動く時は遅くなってしまう」について追記**
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すいません、前後方向の速さ調整が不十分で、水平方向よりも遅くなっていました。付け焼き刃ですが`ThirdPersonCharacter`を下記のようにして、
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```C#
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using UnityEngine;
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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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public Vector2 MoveSpeedMultiplier2D { get; set; } = Vector2.one; // プロパティを追加
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// 省略
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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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// X、Zに追加の速度調整を行う
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Vector3 v = Vector3.Scale(m_Animator.deltaPosition, new Vector3(MoveSpeedMultiplier2D.x, 0.0f, MoveSpeedMultiplier2D.y)) * 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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// 省略
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}
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}
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```
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`Move2`を下記のようにしました。
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```C#
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using UnityEngine;
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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 Move2 : 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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private Vector2 m_Gradient; // The gradient of the X-Z plane of the transform at the Start
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private void Start()
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{
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// get the third person character ( this should never be null due to require component )
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m_Character = GetComponent<ThirdPersonCharacter>();
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m_Gradient = new Vector2(-transform.up.x / transform.up.y, -transform.up.z / transform.up.y);
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}
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private void Update()
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{
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}
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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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// read inputs
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float h = Input.GetAxisRaw("Horizontal");
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float v = Input.GetAxisRaw("Vertical");
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bool crouch = Input.GetKey(KeyCode.C);
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// キャラ操作の前後左右をカメラの方向に合わせる
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// 入力値をそのままキャラクターの移動方向として処理する
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m_Move = v*Vector3.forward + h*Vector3.right;
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// pass all parameters to the character control script
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Vector3 move = m_Move + Vector3.up * Vector2.Dot(new Vector2(h, v), this.m_Gradient);
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float absMoveX = Mathf.Abs(m_Move.x);
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float absMoveZ = Mathf.Abs(m_Move.z);
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float multiplierX = absMoveX > 0.01f ? new Vector2(move.x, move.y).magnitude / absMoveX : 1.0f;
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float multiplierZ = absMoveZ > 0.01f ? new Vector2(move.z, move.y).magnitude / absMoveZ : 1.0f;
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this.m_Character.MoveSpeedMultiplier2D = new Vector2(multiplierX, multiplierZ);
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m_Character.Move(move, crouch, m_Jump);
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m_Jump = false;
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}
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}
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}
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```
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何だか`ThirdPersonCharacter`は普通の正立したキャラクターを前提にした部分が随所にあるようで、けっこうやっかいですね...
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**おまけ**
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ご質問者さんの進めていらっしゃる45°回転方式で問題なさそうですが、オブジェクトを正立させたまま見た目だけ傾けることはできないかと思い、個人的な興味から実験してみました。
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{
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[SerializeField][Range(-45.0f, 45.0f)] private float angle = 45.0f;
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private new Camera camera;
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private void Awake()
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{
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this.camera = this.GetComponent<Camera>();
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}
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private void OnPreCull()
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{
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var theta = this.angle * Mathf.Deg2Rad;
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|
+
var tiltMatrix = Matrix4x4.identity;
|
240
|
-
|
418
|
+
|
241
|
-
|
419
|
+
tiltMatrix[5] = Mathf.Cos(theta);
|
242
|
-
|
420
|
+
|
243
|
-
|
421
|
+
tiltMatrix[6] = Mathf.Sin(theta);
|
244
|
-
|
422
|
+
|
245
|
-
|
423
|
+
this.camera.ResetWorldToCameraMatrix();
|
246
|
-
|
424
|
+
|
247
|
-
|
425
|
+
this.camera.worldToCameraMatrix *= tiltMatrix;
|
248
|
-
|
426
|
+
|
249
|
-
|
427
|
+
}
|
250
428
|
|
251
429
|
}
|
252
430
|
|