1 using System;
2 using
UnityEngine;
3 using
UnityStandardAssets.CrossPlatformInput;
4
5 namespace
UnityStandardAssets.Characters.ThirdPerson
6 {
7     
[RequireComponent(typeof (ThirdPersonCharacter))]
8     
public class ThirdPersonUserControl : MonoBehaviour
9     {
10         
private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object
11         
private Transform m_Cam; // A reference to the main camera in the scenes transform
12         
private Vector3 m_CamForward; // The current forward direction of the camera
13         
private Vector3 m_Move;
14         
private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input.
15
16         
17         
private void Start()
18         {
19             
// get the transform of the main camera
20             
if (Camera.main != null)
21             {
22                 m_Cam = Camera.main.transform;
23             }
24             
else
25             {
26                 Debug.LogWarning(
27                     
"Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.");
28                 
// we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
29             }
30
31             
// get the third person character ( this should never be null due to require component )
32             m_Character = GetComponent<ThirdPersonCharacter>();
33         }
34
35
36         
private void Update()
37         {
38             
if (!m_Jump)
39             {
40                 m_Jump = CrossPlatformInputManager.GetButtonDown(
"Jump");
41             }
42         }
43
44
45         
// Fixed update is called in sync with physics
46         
private void FixedUpdate()
47         {
48             
// read inputs
49             
float h = CrossPlatformInputManager.GetAxis("Horizontal");
50             
float v = CrossPlatformInputManager.GetAxis("Vertical");
51             
bool crouch = Input.GetKey(KeyCode.C);
52
53             
// calculate move direction to pass to character
54             
if (m_Cam != null)
55             {
56                 
// calculate camera relative direction to move:
57                 m_CamForward = Vector3.Scale(m_Cam.forward,
new Vector3(1, 0, 1)).normalized;
58                 m_Move = v*m_CamForward + h*m_Cam.right;
59             }
60             
else
61             {
62                 
// we use world-relative directions in the case of no main camera
63                 m_Move = v*Vector3.forward + h*Vector3.right;
64             }
65 #
if !MOBILE_INPUT
66             
// walk speed multiplier
67             
if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f;
68 #endif
69
70             
// pass all parameters to the character control script
71             m_Character.Move(m_Move, crouch, m_Jump);
72             m_Jump =
false;
73         }
74     }
75 }


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