Unity 的基于刚体的行星播放器控制器
创建 玩家控制器 时,重力通常仅应用于一个方向,即向下。
但是有中心点的引力又如何呢?这是行星行走者的工作。
行星行走器是一种控制器,允许玩家在球形物体(就像行星)上行走,重心位于球体的中心。
脚步
以下是制作行星刚体步行器的步骤,其重心位于 Unity:
- 使用圆形水平仪打开场景(在我的例子中,场景中有一个定制的行星模型和一个定制的 Skybox )
- 创建 一个新脚本,将其命名为 "SC_RigidbodyWalker" 并将以下代码粘贴到其中:
SC_RigidbodyWalker.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(CapsuleCollider))]
public class SC_RigidbodyWalker : MonoBehaviour
{
public float speed = 5.0f;
public bool canJump = true;
public float jumpHeight = 2.0f;
public Camera playerCamera;
public float lookSpeed = 2.0f;
public float lookXLimit = 60.0f;
bool grounded = false;
Rigidbody r;
Vector2 rotation = Vector2.zero;
float maxVelocityChange = 10.0f;
void Awake()
{
r = GetComponent<Rigidbody>();
r.freezeRotation = true;
r.useGravity = false;
r.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
rotation.y = transform.eulerAngles.y;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
void Update()
{
// Player and Camera rotation
rotation.x += -Input.GetAxis("Mouse Y") * lookSpeed;
rotation.x = Mathf.Clamp(rotation.x, -lookXLimit, lookXLimit);
playerCamera.transform.localRotation = Quaternion.Euler(rotation.x, 0, 0);
Quaternion localRotation = Quaternion.Euler(0f, Input.GetAxis("Mouse X") * lookSpeed, 0f);
transform.rotation = transform.rotation * localRotation;
}
void FixedUpdate()
{
if (grounded)
{
// Calculate how fast we should be moving
Vector3 forwardDir = Vector3.Cross(transform.up, -playerCamera.transform.right).normalized;
Vector3 rightDir = Vector3.Cross(transform.up, playerCamera.transform.forward).normalized;
Vector3 targetVelocity = (forwardDir * Input.GetAxis("Vertical") + rightDir * Input.GetAxis("Horizontal")) * speed;
Vector3 velocity = transform.InverseTransformDirection(r.velocity);
velocity.y = 0;
velocity = transform.TransformDirection(velocity);
Vector3 velocityChange = transform.InverseTransformDirection(targetVelocity - velocity);
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
velocityChange.y = 0;
velocityChange = transform.TransformDirection(velocityChange);
r.AddForce(velocityChange, ForceMode.VelocityChange);
if (Input.GetButton("Jump") && canJump)
{
r.AddForce(transform.up * jumpHeight, ForceMode.VelocityChange);
}
}
grounded = false;
}
void OnCollisionStay()
{
grounded = true;
}
}
- 创建 一个新脚本,将其命名为 "SC_PlanetGravity" 并将以下代码粘贴到其中:
SC_PlanetGravity.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SC_PlanetGravity : MonoBehaviour
{
public Transform planet;
public bool alignToPlanet = true;
float gravityConstant = 9.8f;
Rigidbody r;
void Start()
{
r = GetComponent<Rigidbody>();
}
void FixedUpdate()
{
Vector3 toCenter = planet.position - transform.position;
toCenter.Normalize();
r.AddForce(toCenter * gravityConstant, ForceMode.Acceleration);
if (alignToPlanet)
{
Quaternion q = Quaternion.FromToRotation(transform.up, -toCenter);
q = q * transform.rotation;
transform.rotation = Quaternion.Slerp(transform.rotation, q, 1);
}
}
}
- 创建一个新的 GameObject 并调用它 "Player"
- 创建一个新的 Capsule,将其移动到 "Player" 对象内,并将其位置更改为 (0, 1, 0)
- 从 Capsule 中移除 Capsule Collider 组件
- 将主摄像机移动到 "Player" 对象内并将其位置更改为 (0, 1.64, 0)
- 将 SC_RigidbodyWalker 脚本附加到 "Player" 对象(您会注意到它将添加其他组件,例如 Rigidbody 和 Capsule Collider)。
- 将胶囊碰撞器高度更改为 2,将中心更改为 (0, 1, 0)
- 在 SC_RigidbodyWalker 中将主摄像机分配给玩家摄像机变量
- 最后,attach SC_PlanetGravity 脚本到 "Player" 对象并将您的行星模型分配给 Planet 变量
按“播放”并观察播放器与行星表面对齐: