Unity 物体以第一人称旋转移动

//执行动作物体
public GameObject activeBody;
//物体移动速度
public float moveSpeed = 0.1f;
//物体旋转速度
public float rotSpeed = 1f;

void Update()
{
    Vector3 movement = new Vector3();

    bool isMove = false;

    if (Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W))
    {
        isMove = true;
        movement.x += activeBody.transform.forward.x;
        movement.z += activeBody.transform.forward.z;
    }

    if (Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.S))
    {
        isMove = true;
        movement.x -= activeBody.transform.forward.x;
        movement.z -= activeBody.transform.forward.z;
    }

    if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.A))
    {
        isMove = true;
        movement.x -= activeBody.transform.right.x;
        movement.z -= activeBody.transform.right.z;
    }

    if (Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.D))
    {
        isMove = true;
        movement.x = activeBody.transform.right.x;
        movement.z = activeBody.transform.right.z;
    }

    if (Input.GetKey(KeyCode.Q))
    {
        activeBody.transform.localEulerAngles -= new Vector3(0, rotSpeed, 0);
    }

    if (Input.GetKey(KeyCode.E))
    {
        activeBody.transform.localEulerAngles += new Vector3(0, rotSpeed, 0);
    }

    if (isMove)
    {
        RaycastHit hit;
        bool grounded = Physics.Raycast(activeBody.transform.position, movement, out hit);
        if (grounded)
        {
            //判断如果是碰撞的是墙 且距离小于半径 不动
            if (hit.collider.gameObject.name == "Wall" && hit.distance <= 0.6)
            {
                return;
            }
            //通过Transform方式移动
            activeBody.transform.localPosition = activeBody.transform.localPosition + Vector3.ClampMagnitude(movement, moveSpeed);
        }
    }
}

Q E的时候,旋转物体,此时物体坐标系已经改变了。
不能用Vector3.forward或right 因为他默认(0, 0, 1)
应使用transform.forward或right 所得的数值是物体X轴方向

用射线方法来判断是否碰墙,可以更好的防止抖动。(我的墙的名字叫“Wall”)

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转载自blog.csdn.net/qql7267/article/details/83590526