如何防止玩家在 Unity3d 中穿过墙壁
本文关键字:Unity3d 何防止 玩家 | 更新日期: 2023-09-27 18:37:25
我有以下播放器控制器:
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
中,我正在获取用户的输入并移动转换。在FixedUpdate
中,我正在检查玩家是否在地面上并适当地设置标志。最后,在OnTriggerEnter
,我正在检查我是否正在尝试经历任何事情。
如果我在OnTriggerEnter
击中了什么,我会尝试将玩家的位置恢复到一个好的位置,但这并没有发生。我的猜测是因为_lastPosition
不是我所期望的。
有没有更好的方法可以做到这一点?
使用刚体。移动(位置)而不是变换。翻译(位置)。
注意:使用 transform.translate 会导致性能问题,您必须手动处理冲突检测。