Это не скрипт... Рекомендую внимательно изучить выпадающий список главного меню Unity3d - Component, пункт Physics.
Quote (valera3132)
Понятно что он уже есть а мне его изменить надо.
Изменить настройки? Ну так добро пожаловать в окно Inspector, предварительно выделив тот объект к которому он применен... Поиск | Правила | Новые сообщения
// If true, diagonal speed (when strafing + moving forward or back) can't exceed normal move speed; otherwise it's about 1.4 times faster var limitDiagonalSpeed = true;
// If checked, the run key toggles between running and walking. Otherwise player runs if the key is held down and walks otherwise // There must be a button set up in the Input Manager called "Run" var toggleRun = false;
var jumpSpeed = 8.0; var gravity = 20.0;
// Units that player can fall before a falling damage function is run. To disable, type "infinity" in the inspector var fallingDamageThreshold = 10.0;
// If the player ends up on a slope which is at least the Slope Limit as set on the character controller, then he will slide down var slideWhenOverSlopeLimit = false;
// If checked and the player is on an object tagged "Slide", he will slide down it regardless of the slope limit var slideOnTaggedObjects = false;
var slideSpeed = 12.0;
// If checked, then the player can change direction while in the air var airControl = false;
// Small amounts of this results in bumping when walking down slopes, but large amounts results in falling too fast var antiBumpFactor = .75;
// Player must be grounded for at least this many physics frames before being able to jump again; set to 0 to allow bunny hopping var antiBunnyHopFactor = 1;
private var moveDirection = Vector3.zero; private var grounded = false; private var controller : CharacterController; private var myTransform : Transform; private var speed : float; private var hit : RaycastHit; private var fallStartLevel : float; private var falling = false; private var slideLimit : float; private var rayDistance : float; private var contactPoint : Vector3; private var playerControl = false; private var jumpTimer : int;
function FixedUpdate() { var inputX = Input.GetAxis("Horizontal"); var inputY = Input.GetAxis("Vertical"); // If both horizontal and vertical are used simultaneously, limit speed (if allowed), so the total doesn't exceed normal move speed var inputModifyFactor = (inputX != 0.0 && inputY != 0.0 && limitDiagonalSpeed)? .7071 : 1.0;
if (grounded) { var sliding = false; // See if surface immediately below should be slid down. We use this normally rather than a ControllerColliderHit point, // because that interferes with step climbing amongst other annoyances if (Physics.Raycast(myTransform.position, -Vector3.up, hit, rayDistance)) { if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit) sliding = true; } // However, just raycasting straight down from the center can fail when on steep slopes // So if the above raycast didn't catch anything, raycast down from the stored ControllerColliderHit point instead else { Physics.Raycast(contactPoint + Vector3.up, -Vector3.up, hit); if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit) sliding = true; }
// If we were falling, and we fell a vertical distance greater than the threshold, run a falling damage routine if (falling) { falling = false; if (myTransform.position.y < fallStartLevel - fallingDamageThreshold) FallingDamageAlert (fallStartLevel - myTransform.position.y); }
// If running isn't on a toggle, then use the appropriate speed depending on whether the run button is down if (!toggleRun) speed = Input.GetButton("Run")? runSpeed : walkSpeed;
// If sliding (and it's allowed), or if we're on an object tagged "Slide", get a vector pointing down the slope we're on if ( (sliding && slideWhenOverSlopeLimit) || (slideOnTaggedObjects && hit.collider.tag == "Slide") ) { var hitNormal = hit.normal; moveDirection = Vector3(hitNormal.x, -hitNormal.y, hitNormal.z); Vector3.OrthoNormalize (hitNormal, moveDirection); moveDirection *= slideSpeed; playerControl = false; } // Otherwise recalculate moveDirection directly from axes, adding a bit of -y to avoid bumping down inclines else { moveDirection = Vector3(inputX * inputModifyFactor, -antiBumpFactor, inputY * inputModifyFactor); moveDirection = myTransform.TransformDirection(moveDirection) * speed; playerControl = true; }
// Jump! But only if the jump button has been released and player has been grounded for a given number of frames if (!Input.GetButton("Jump")) jumpTimer++; else if (jumpTimer >= antiBunnyHopFactor) { moveDirection.y = jumpSpeed; jumpTimer = 0; } } else { // If we stepped over a cliff or something, set the height at which we started falling if (!falling) { falling = true; fallStartLevel = myTransform.position.y; }
// If air control is allowed, check movement but don't touch the y component if (airControl && playerControl) { moveDirection.x = inputX * speed * inputModifyFactor; moveDirection.z = inputY * speed * inputModifyFactor; moveDirection = myTransform.TransformDirection(moveDirection); } }
// Move the controller, and set grounded true or false depending on whether we're standing on something grounded = (controller.Move(moveDirection * Time.deltaTime) & CollisionFlags.Below) != 0; }
function Update () { // If the run button is set to toggle, then switch between walk/run speed. (We use Update for this... // FixedUpdate is a poor place to use GetButtonDown, since it doesn't necessarily run every frame and can miss the event) if (toggleRun && grounded && Input.GetButtonDown("Run")) speed = (speed == walkSpeed? runSpeed : walkSpeed); }
// Store point that we're in contact with for use in FixedUpdate if needed function OnControllerColliderHit (hit : ControllerColliderHit) { contactPoint = hit.point; }
// If falling damage occured, this is the place to do something about it. You can make the player // have hitpoints and remove some of them based on the distance fallen, add sound effects, etc. function FallingDamageAlert (fallDistance : float) { Debug.Log ("Ouch! Fell " + fallDistance + " units!"); }
@script RequireComponent(CharacterController)
Чтоб работал Run пропиши в импут название Run и клавишу Left shift
valera3132 - Это тоже пригодится, а вобще это и многое другое есть на офф.сайтеUnity3D на wiki. Вот как то так. http://www.youtube.com/watch?v=wD6VGTjkK9Q&feature=related
http://www.youtube.com/watch?NR=1&v=lXgX7zvTw0E http://orbart.free.fr/index.php?Gallery=105 - Созданно на юнити
Сообщение отредактировал MaxUnityDev - Сб, 17 Дек 2011, 14:58