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移動了從玩家控制器:我如何防止玩家通過牆壁在Unity3d
using UnityEngine;
using UnityEngine.Networking;
using System.Collections;
[RequireComponent(typeof(NetworkIdentity))]
public class PlayerController : NetworkBehaviour {
public Vector3 size = new Vector3(1, 1, 1);
public float speed = 10;
public float rotateSpeed = 9;
private Transform _transform;
private Map _map;
private BoxCollider _collider;
private bool _active = false;
private Vector3 _lastPosition;
private bool _isGrounded = false;
void Start() {
_transform = transform;
Messenger.AddListener ("MAP_LOADED", OnMapLoaded);
_transform.localPosition = new Vector3 (-100, -100, -100);
gameObject.name = "Player " + gameObject.GetComponent<NetworkIdentity>().netId.Value;
_collider = gameObject.GetComponent<BoxCollider>();
_map = GameObject.Find ("Map").GetComponent<Map>();
_collider.size = size;
}
void OnMapLoaded() {
if (isLocalPlayer) {
// Hook up the camera
PlayerCamera cam = Camera.main.GetComponent<PlayerCamera>();
cam.target = transform;
// Move the player to the it's spawn location
_transform.localPosition = _map.GetPlayerSpawn();
}
// Set the player as active
_active = true;
}
void Update() {
if (!isLocalPlayer || !_active) {
return;
}
_lastPosition = _transform.position;
float transAmount = speed * Time.deltaTime;
float rotateAmount = rotateSpeed * Time.deltaTime;
if (Input.GetKey ("up")) {
transform.Translate (0, 0, transAmount);
}
if (Input.GetKey ("down")) {
transform.Translate (0, 0, -transAmount);
}
if (Input.GetKey ("left")) {
transform.Rotate (0, -rotateAmount, 0);
}
if (Input.GetKey ("right")) {
transform.Rotate (0, rotateAmount, 0);
}
if (!_isGrounded) {
Vector3 down = _transform.TransformDirection(Vector3.down);
_transform.position += down * Time.deltaTime * _map.gravity;
}
}
void FixedUpdate() {
//
// Check what is below us
//
Vector3 down = _transform.TransformDirection(Vector3.down);
RaycastHit[] hits;
hits = Physics.RaycastAll(_transform.position, down, size.y + 0.001f);
_isGrounded = false;
foreach (RaycastHit hit in hits) {
if (hit.collider.gameObject.tag.ToUpper() == "GROUND") {
_isGrounded = true;
}
}
}
void OnTriggerEnter(Collider collider) {
Debug.Log ("Triggered by " + collider.gameObject.tag.ToUpper());
if (collider.gameObject.tag.ToUpper() == "GROUND") {
transform.position = _lastPosition;
}
}
}
在Update
我走了用戶的輸入和移動變換左右。在FixedUpdate
我正在檢查玩家是否在地上並正確設置旗幟。最後在OnTriggerEnter
我正在檢查,看看我是否試圖通過任何東西。
如果在OnTriggerEnter
我打了一些東西,我嘗試將玩家的位置恢復到良好的位置,但這並未發生。我的猜測是因爲_lastPosition
不是我所期望的。
有沒有更好的方法來做到這一點?