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  • 角色控制附在物体表面运动根据表面法线方向

    private var character :CharacterController;
    private var speed =0.0;
    private var trans:Transform;
    private var targetRot:Quaternion;

     var rotationSpeed = 90 ;
     var pedalImpulse = 3.5;
     var maxSpeed = 12;
     var decayRate = 0.1;
     
    function Start()
    {
       character = GetComponent(CharacterController);
       trans= transform ;
    }

    function pedal()
    {
        speed+= pedalImpulse;
     speed = Mathf.Min(speed , maxSpeed);
    }


    function Update ()
    {
       var horizontal = Input.GetAxis("Horizontal");
       transform.Rotate(0,rotationSpeed*horizontal*Time.deltaTime,0);
      
       if(character.isGrounded && Input.GetKeyDown(KeyCode.Space))
       pedal();
      
       var moveDirection = trans.forward*speed;
       moveDirection += Physics.gravity;
       character.Move(moveDirection*Time.deltaTime);
      
       var ray = new Ray(trans.position+Vector3.up,-Vector3.up);
       var hit : RaycastHit;
       if (character.isGrounded && Physics.Raycast(ray,hit,10))
       {
           var targetRight = Vector3.Cross(hit.normal,trans.forward);
        var targetForward = Vector3.Cross(targetRight,hit.normal);
        targetRot = Quaternion.LookRotation(targetForward,hit.normal);
       }
      
       trans.rotation = Quaternion.Slerp(trans.rotation,targetRot,5*Time.deltaTime);
      
       if(character.isGrounded)
       {
          if(speed<0.3)
       speed=0;
       else
       {
          speed -= decayRate*Time.deltaTime*speed;
       }
         
       }
    }

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  • 原文地址:https://www.cnblogs.com/softimagewht/p/2062320.html
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