//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”)