using UnityEngine;
public class PlayerController : MonoBehaviour { private CharacterController characterController; public Vector3 moveDirection; private AudioSource audioSource;
[Header("玩家设置")] [Tooltip("行走速度")] public float walkSpeed = 4f; [Tooltip("奔跑速度")] public float runSpeed = 6f; [Tooltip("下蹲速度")] public float crouchSpeed = 0.5f; [Tooltip("跳跃力")] public float jumpForce = 5f; [Tooltip("重力强度")] public float fallForce = 10f; [Tooltip("下蹲时的高度")] public float crouchHeight = 1f; [Tooltip("站立时的高度")] public float standHeight = 2f; // 应根据需要设置
[Tooltip("下蹲走的速度")]public float CrouchWalkSpeed =1f;
public float Speed; [Header("输入设置")] [Tooltip("奔跑键")] public KeyCode runInputName = KeyCode.LeftShift; [Tooltip("跳跃键")] public KeyCode jumpInputName = KeyCode.Space; [Tooltip("下蹲键")] public KeyCode crouchInputName = KeyCode.E;
[Header("玩家状态")] public MovementState state; public CollisionFlags collisionFlags; public bool isWalk; public bool isRun; public bool isJump; public bool isGround = true; public bool isCanCrouch; public bool isCrouching; public bool wasjump; public LayerMask crouchLayerMask; // 下蹲速度取当前行走速度的30%[Header("音效")][Tooltip("行走音效")]public AudioClip walkSound;[Tooltip("奔跑音效")]public AudioClip runningSound;[Tooltip("跳跃音效")]public AudioClip JumpSound;
void Start() {
isCrouching = false; characterController = GetComponent<CharacterController>(); standHeight = characterController.height; // 捕获默认高度 audioSource=GetComponent<AudioSource>(); }
void Update() { CanCrouch(); // 检测是否可以下蹲 if(Input.GetKey(crouchInputName)){ Crouch(true);
}else{
Crouch(false);} PlayerFootSoundSet(); Jump(); // 处理跳跃 Moving(); // 处理移动 }
public void Moving() { float h = Input.GetAxisRaw("Horizontal"); float v = Input.GetAxisRaw("Vertical"); isRun = Input.GetKey(runInputName); isWalk = (Mathf.Abs(h) > 0 || Mathf.Abs(v) > 0);
if (isRun && isGround) { state = MovementState.running; // 设置状态为奔跑 moveDirection = (transform.right * h + transform.forward * v).normalized; characterController.Move(moveDirection * runSpeed * Time.deltaTime); } else if (isWalk && isGround) { state = MovementState.walking; // 设置状态为行走 moveDirection = (transform.right * h + transform.forward * v).normalized; characterController.Move(moveDirection * walkSpeed * Time.deltaTime); } else { state = MovementState.idle; // 设置状态为闲置 }
// 处理下蹲 if (isCrouching) { Speed=crouchSpeed;state =MovementState.crouching; characterController.Move(moveDirection * Speed * Time.deltaTime);
characterController.height = crouchHeight; // 设置角色高度为下蹲高度 characterController.center = new Vector3(0, crouchHeight / 2, 0); // 调整中心位置 moveDirection = (transform.right * h + transform.forward * v).normalized; } else { characterController.height = standHeight; // 还原为站立高度 characterController.center = new Vector3(0, standHeight / 2, 0); } }原本move代码就是靠cc.move 移动改变移速,但是这里下蹲就不行了我不知道为什么?
public class PlayerController : MonoBehaviour { private CharacterController characterController; public Vector3 moveDirection; private AudioSource audioSource;
[Header("玩家设置")] [Tooltip("行走速度")] public float walkSpeed = 4f; [Tooltip("奔跑速度")] public float runSpeed = 6f; [Tooltip("下蹲速度")] public float crouchSpeed = 0.5f; [Tooltip("跳跃力")] public float jumpForce = 5f; [Tooltip("重力强度")] public float fallForce = 10f; [Tooltip("下蹲时的高度")] public float crouchHeight = 1f; [Tooltip("站立时的高度")] public float standHeight = 2f; // 应根据需要设置
[Tooltip("下蹲走的速度")]public float CrouchWalkSpeed =1f;
public float Speed; [Header("输入设置")] [Tooltip("奔跑键")] public KeyCode runInputName = KeyCode.LeftShift; [Tooltip("跳跃键")] public KeyCode jumpInputName = KeyCode.Space; [Tooltip("下蹲键")] public KeyCode crouchInputName = KeyCode.E;
[Header("玩家状态")] public MovementState state; public CollisionFlags collisionFlags; public bool isWalk; public bool isRun; public bool isJump; public bool isGround = true; public bool isCanCrouch; public bool isCrouching; public bool wasjump; public LayerMask crouchLayerMask; // 下蹲速度取当前行走速度的30%[Header("音效")][Tooltip("行走音效")]public AudioClip walkSound;[Tooltip("奔跑音效")]public AudioClip runningSound;[Tooltip("跳跃音效")]public AudioClip JumpSound;
void Start() {
isCrouching = false; characterController = GetComponent<CharacterController>(); standHeight = characterController.height; // 捕获默认高度 audioSource=GetComponent<AudioSource>(); }
void Update() { CanCrouch(); // 检测是否可以下蹲 if(Input.GetKey(crouchInputName)){ Crouch(true);
}else{
Crouch(false);} PlayerFootSoundSet(); Jump(); // 处理跳跃 Moving(); // 处理移动 }
public void Moving() { float h = Input.GetAxisRaw("Horizontal"); float v = Input.GetAxisRaw("Vertical"); isRun = Input.GetKey(runInputName); isWalk = (Mathf.Abs(h) > 0 || Mathf.Abs(v) > 0);
if (isRun && isGround) { state = MovementState.running; // 设置状态为奔跑 moveDirection = (transform.right * h + transform.forward * v).normalized; characterController.Move(moveDirection * runSpeed * Time.deltaTime); } else if (isWalk && isGround) { state = MovementState.walking; // 设置状态为行走 moveDirection = (transform.right * h + transform.forward * v).normalized; characterController.Move(moveDirection * walkSpeed * Time.deltaTime); } else { state = MovementState.idle; // 设置状态为闲置 }
// 处理下蹲 if (isCrouching) { Speed=crouchSpeed;state =MovementState.crouching; characterController.Move(moveDirection * Speed * Time.deltaTime);
characterController.height = crouchHeight; // 设置角色高度为下蹲高度 characterController.center = new Vector3(0, crouchHeight / 2, 0); // 调整中心位置 moveDirection = (transform.right * h + transform.forward * v).normalized; } else { characterController.height = standHeight; // 还原为站立高度 characterController.center = new Vector3(0, standHeight / 2, 0); } }原本move代码就是靠cc.move 移动改变移速,但是这里下蹲就不行了我不知道为什么?
