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我刚开始团结一致的冒险,但我陷入了困境。

当我按下“W”并且没有按下任何键时,我需要让我的角色打开动画行走,并为不移动而做空闲动画(对不起,我的英语不是母语),然后当我按空格字符应该跳转并使用跳转动画我的字符实际上移动和跳转但即使我不按任何键也只重复一个动画。

此外,我想让 Climbing、Ledge Climb、从边缘坠落的角色等等,就像刺客信条中一样。我想在按键上播放动画。我刚开始使用过渡来解决这个问题,但结果仍然很幸运

我不确定我应该改变什么,需要帮助。

using UnityEngine;
using System.Collections;

public class PlayerController2 : MonoBehaviour
{

    public float walkSpeed = 20;
    public float runSpeed = 40;
    public float gravity = -80;
    public float jumpHeight = 15;
    [Range(0, 1)]
    public float airControlPercent;

    public float turnSmoothTime = 0.2f;
    float turnSmoothVelocity;

    public float speedSmoothTime = 0.1f;
    float speedSmoothVelocity;
    float currentSpeed;
    float velocityY;

    Animator animator;
    Transform cameraT;
    CharacterController controller;

    void Start()
    {
        animator = GetComponent<Animator>();
        cameraT = Camera.main.transform;
        controller = GetComponent<CharacterController>();
    }

    void Update()
    {
        // input
        Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
        Vector2 inputDir = input.normalized;
        bool running = Input.GetKey(KeyCode.LeftShift);

        Move(inputDir, running);

        if (Input.GetKeyDown(KeyCode.Space))
        {
            Jump();
        }
        // animator
        float animationSpeedPercent = ((running) ? currentSpeed / runSpeed : currentSpeed / walkSpeed * .5f);
        animator.SetFloat("speedPercent", animationSpeedPercent, speedSmoothTime, Time.deltaTime);

    }

    void Move(Vector2 inputDir, bool running)
    {
        if (inputDir != Vector2.zero)
        {
            float targetRotation = Mathf.Atan2(inputDir.x, inputDir.y) * Mathf.Rad2Deg + cameraT.eulerAngles.y;
            transform.eulerAngles = Vector3.up * Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref turnSmoothVelocity, GetModifiedSmoothTime(turnSmoothTime));
        }

        float targetSpeed = ((running) ? runSpeed : walkSpeed) * inputDir.magnitude;
        currentSpeed = Mathf.SmoothDamp(currentSpeed, targetSpeed, ref speedSmoothVelocity, GetModifiedSmoothTime(speedSmoothTime));

        velocityY += Time.deltaTime * gravity;
        Vector3 velocity = transform.forward * currentSpeed + Vector3.up * velocityY;

        controller.Move(velocity * Time.deltaTime);
        currentSpeed = new Vector2(controller.velocity.x, controller.velocity.z).magnitude;

        if (controller.isGrounded)
        {
            velocityY = 0;
        }

    }

    void Jump()
    {
        if (controller.isGrounded)
        {
            float jumpVelocity = Mathf.Sqrt(-2 * gravity * jumpHeight);
            velocityY = jumpVelocity;
        }
    }

    float GetModifiedSmoothTime(float smoothTime)
    {
        if (controller.isGrounded)
        {
            return smoothTime;
        }

        if (airControlPercent == 0)
        {
            return float.MaxValue;
        }
        return smoothTime / airControlPercent;
    }
}
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