1. Куда вставили? Может внутрь какого то условия? 2. Попробуйте вместо GetKeyDown использовать GetKey (хотя, конечно, нужно видеть код - может это неверный совет)
Переменной moveSpeed нет в скрипте CharacterMotor ... Где её искать ???
Добавлено (27.01.2013, 03:58) --------------------------------------------- Создавал переменную var SPRINT = movement.maxForwardSpeed; вставлял так
Код
function Update () { if(Input.GetKey(KeyCode.LeftShift)){ SPRINT = 30;} if (!useFixedUpdate) UpdateFunction();
вот чистый скрипт
Код
#pragma strict #pragma implicit #pragma downcast
// Does this script currently respond to input? var canControl : boolean = true;
var useFixedUpdate : boolean = true;
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view. // Very handy for organization!
// The current global direction we want the character to move in. @System.NonSerialized var inputMoveDirection : Vector3 = Vector3.zero;
// Is the jump button held down? We use this interface instead of checking // for the jump button directly so this script can also be used by AIs. @System.NonSerialized var inputJump : boolean = false;
class CharacterMotorMovement { // The maximum horizontal speed when moving var maxForwardSpeed : float = 10.0; var maxSidewaysSpeed : float = 10.0; var maxBackwardsSpeed : float = 10.0;
// Curve for multiplying speed based on slope (negative = downwards) var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0));
// How fast does the character change speeds? Higher is faster. var maxGroundAcceleration : float = 30.0; var maxAirAcceleration : float = 20.0;
// The gravity for the character var gravity : float = 10.0; var maxFallSpeed : float = 20.0;
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view. // Very handy for organization!
// The last collision flags returned from controller.Move @System.NonSerialized var collisionFlags : CollisionFlags;
// We will keep track of the character's current velocity, @System.NonSerialized var velocity : Vector3;
// This keeps track of our current velocity while we're not grounded @System.NonSerialized var frameVelocity : Vector3 = Vector3.zero;
@System.NonSerialized var hitPoint : Vector3 = Vector3.zero;
@System.NonSerialized var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0); }
var movement : CharacterMotorMovement = CharacterMotorMovement();
enum MovementTransferOnJump { None, // The jump is not affected by velocity of floor at all. InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop. PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing. PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor. }
// We will contain all the jumping related variables in one helper class for clarity. class CharacterMotorJumping { // Can the character jump? var enabled : boolean = true;
// How high do we jump when pressing jump and letting go immediately var baseHeight : float = 1.0;
// We add extraHeight units (meters) on top when holding the button down longer while jumping var extraHeight : float = 4.1;
// How much does the character jump out perpendicular to the surface on walkable surfaces? // 0 means a fully vertical jump and 1 means fully perpendicular. var perpAmount : float = 0.0;
// How much does the character jump out perpendicular to the surface on too steep surfaces? // 0 means a fully vertical jump and 1 means fully perpendicular. var steepPerpAmount : float = 0.5;
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view. // Very handy for organization!
// Are we jumping? (Initiated with jump button and not grounded yet) // To see if we are just in the air (initiated by jumping OR falling) see the grounded variable. @System.NonSerialized var jumping : boolean = false;
@System.NonSerialized var holdingJumpButton : boolean = false;
// the time we jumped at (Used to determine for how long to apply extra jump power after jumping.) @System.NonSerialized var lastStartTime : float = 0.0;
@System.NonSerialized var lastButtonDownTime : float = -100;
@System.NonSerialized var jumpDir : Vector3 = Vector3.up; }
var jumping : CharacterMotorJumping = CharacterMotorJumping();
class CharacterMotorMovingPlatform { var enabled : boolean = true;
var movementTransfer : MovementTransferOnJump = MovementTransferOnJump.PermaTransfer;
@System.NonSerialized var hitPlatform : Transform;
@System.NonSerialized var activePlatform : Transform;
@System.NonSerialized var activeLocalPoint : Vector3;
@System.NonSerialized var activeGlobalPoint : Vector3;
@System.NonSerialized var activeLocalRotation : Quaternion;
@System.NonSerialized var activeGlobalRotation : Quaternion;
@System.NonSerialized var lastMatrix : Matrix4x4;
@System.NonSerialized var platformVelocity : Vector3;
@System.NonSerialized var newPlatform : boolean; }
var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform();
class CharacterMotorSliding { // Does the character slide on too steep surfaces? var enabled : boolean = true;
// How fast does the character slide on steep surfaces? var slidingSpeed : float = 15;
// How much can the player control the sliding direction? // If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed. var sidewaysControl : float = 1.0;
// How much can the player influence the sliding speed? // If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%. var speedControl : float = 0.4; }
var sliding : CharacterMotorSliding = CharacterMotorSliding();
@System.NonSerialized var grounded : boolean = true;
@System.NonSerialized var groundNormal : Vector3 = Vector3.zero;
private var lastGroundNormal : Vector3 = Vector3.zero;
// We copy the actual velocity into a temporary variable that we can manipulate. var velocity : Vector3 = movement.velocity;
// Update velocity based on input velocity = ApplyInputVelocityChange(velocity);
// Apply gravity and jumping force velocity = ApplyGravityAndJumping (velocity);
// Moving platform support var moveDistance : Vector3 = Vector3.zero; if (MoveWithPlatform()) { var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint); moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint); if (moveDistance != Vector3.zero) controller.Move(moveDistance);
// Support moving platform rotation as well: var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation; var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation);
var yRotation = rotationDiff.eulerAngles.y; if (yRotation != 0) { // Prevent rotation of the local up vector tr.Rotate(0, yRotation, 0); } }
// Save lastPosition for velocity calculation. var lastPosition : Vector3 = tr.position;
// We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this. var currentMovementOffset : Vector3 = velocity * Time.deltaTime;
// Find out how much we need to push towards the ground to avoid loosing grouning // when walking down a step or over a sharp change in slope. var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude); if (grounded) currentMovementOffset -= pushDownOffset * Vector3.up;
// Reset variables that will be set by collision function movingPlatform.hitPlatform = null; groundNormal = Vector3.zero;
// Calculate the velocity based on the current and previous position. // This means our velocity will only be the amount the character actually moved as a result of collisions. var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z); movement.velocity = (tr.position - lastPosition) / Time.deltaTime; var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z);
// The CharacterController can be moved in unwanted directions when colliding with things. // We want to prevent this from influencing the recorded velocity. if (oldHVelocity == Vector3.zero) { movement.velocity = new Vector3(0, movement.velocity.y, 0); } else { var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude; movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up; }
if (movement.velocity.y < velocity.y - 0.001) { if (movement.velocity.y < 0) { // Something is forcing the CharacterController down faster than it should. // Ignore this movement.velocity.y = velocity.y; } else { // The upwards movement of the CharacterController has been blocked. // This is treated like a ceiling collision - stop further jumping here. jumping.holdingJumpButton = false; } }
// We were grounded but just loosed grounding if (grounded && !IsGroundedTest()) { grounded = false;
SendMessage("OnFall", SendMessageOptions.DontRequireReceiver); // We pushed the character down to ensure it would stay on the ground if there was any. // But there wasn't so now we cancel the downwards offset to make the fall smoother. tr.position += pushDownOffset * Vector3.up; } // We were not grounded but just landed on something else if (!grounded && IsGroundedTest()) { grounded = true; jumping.jumping = false; SubtractNewPlatformVelocity();
// Moving platforms support if (MoveWithPlatform()) { // Use the center of the lower half sphere of the capsule as reference point. // This works best when the character is standing on moving tilting platforms. movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius); movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint);
// Support moving platform rotation as well: movingPlatform.activeGlobalRotation = tr.rotation; movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation; } }
function FixedUpdate () { if (movingPlatform.enabled) { if (movingPlatform.activePlatform != null) { if (!movingPlatform.newPlatform) { var lastVelocity : Vector3 = movingPlatform.platformVelocity;
private function ApplyInputVelocityChange (velocity : Vector3) { if (!canControl) inputMoveDirection = Vector3.zero;
// Find desired velocity var desiredVelocity : Vector3; if (grounded && TooSteep()) { // The direction we're sliding in desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized; // Find the input movement direction projected onto the sliding direction var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity); // Add the sliding direction, the spped control, and the sideways control vectors desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl; // Multiply with the sliding speed desiredVelocity *= sliding.slidingSpeed; } else desiredVelocity = GetDesiredHorizontalVelocity();
if (grounded) desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal); else velocity.y = 0;
// Enforce max velocity change var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime; var velocityChangeVector : Vector3 = (desiredVelocity - velocity); if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) { velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange; } // If we're in the air and don't have control, don't apply any velocity change at all. // If we're on the ground and don't have control we do apply it - it will correspond to friction. if (grounded || canControl) velocity += velocityChangeVector;
if (grounded) { // When going uphill, the CharacterController will automatically move up by the needed amount. // Not moving it upwards manually prevent risk of lifting off from the ground. // When going downhill, DO move down manually, as gravity is not enough on steep hills. velocity.y = Mathf.Min(velocity.y, 0); }
return velocity; }
private function ApplyGravityAndJumping (velocity : Vector3) {
// When jumping up we don't apply gravity for some time when the user is holding the jump button. // This gives more control over jump height by pressing the button longer. if (jumping.jumping && jumping.holdingJumpButton) { // Calculate the duration that the extra jump force should have effect. // If we're still less than that duration after the jumping time, apply the force. if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) { // Negate the gravity we just applied, except we push in jumpDir rather than jump upwards. velocity += jumping.jumpDir * movement.gravity * Time.deltaTime; } }
// Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity. velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed); }
if (grounded) { // Jump only if the jump button was pressed down in the last 0.2 seconds. // We use this check instead of checking if it's pressed down right now // because players will often try to jump in the exact moment when hitting the ground after a jump // and if they hit the button a fraction of a second too soon and no new jump happens as a consequence, // it's confusing and it feels like the game is buggy. if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) { grounded = false; jumping.jumping = true; jumping.lastStartTime = Time.time; jumping.lastButtonDownTime = -100; jumping.holdingJumpButton = true;
// Calculate the jumping direction if (TooSteep()) jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount); else jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount);
// Apply the jumping force to the velocity. Cancel any vertical velocity first. velocity.y = 0; velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight);
private function SubtractNewPlatformVelocity () { // When landing, subtract the velocity of the new ground from the character's velocity // since movement in ground is relative to the movement of the ground. if (movingPlatform.enabled && (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer || movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) ) { // If we landed on a new platform, we have to wait for two FixedUpdates // before we know the velocity of the platform under the character if (movingPlatform.newPlatform) { var platform : Transform = movingPlatform.activePlatform; yield WaitForFixedUpdate(); yield WaitForFixedUpdate(); if (grounded && platform == movingPlatform.activePlatform) yield 1; } movement.velocity -= movingPlatform.platformVelocity; } }
private function IsGroundedTest () { return (groundNormal.y > 0.01); }
function GetMaxAcceleration (grounded : boolean) : float { // Maximum acceleration on ground and in air if (grounded) return movement.maxGroundAcceleration; else return movement.maxAirAcceleration; }
function CalculateJumpVerticalSpeed (targetJumpHeight : float) { // From the jump height and gravity we deduce the upwards speed // for the character to reach at the apex. return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity); }
function GetDirection () { return inputMoveDirection; }
function SetControllable (controllable : boolean) { canControl = controllable; }
// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed. // The function returns the length of the resulting vector. function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float { if (desiredMovementDirection == Vector3.zero) return 0; else { var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed; var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized; var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed; return length; } }
// Require a character controller to be attached to the same game object @script RequireComponent (CharacterController) @script AddComponentMenu ("Character/Character Motor")
Добавлено (27.01.2013, 04:01) --------------------------------------------- Когда так делал, то в инспекторе появлялась моя переменная SPRINT со значением 10, как и у maxFovardspeed, и изменялась на 30, после нажатия шифта, но сама maxFovardspeed не менялась и бежал игрок так же медленно ...
Сообщение отредактировал dostalition - Вс, 27 Янв 2013, 04:25
Где то я уже писал, как сделать ускорение при помощи CM. Надо поискать.
Добавлено (27.01.2013, 12:49) --------------------------------------------- Вот нашёл: тут
Если вид от первого лица, то можно сделать так: 1. Открываем скрипт "CharacterMotor".
2.Добавляем одну переменную:
Код
static var an = 1.0;
3.В этом же скрипте находим function GetDesiredHorizontalVelocity () (примерно 510 строка). 4.После строчки с сожержимым var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection); пишем:
function Start () { CharacterMotor.an = 1; } function Update() { if (Input.GetKey(KeyCode.LeftShift)) { CharacterMotor.an = 1.5; } else { if (Input.GetKeyUp (KeyCode.LeftShift)) { CharacterMotor.an = 1; } } }
6.Вешаем скрипт на контроллер.
Теперь легко и просто максимальная скорость контроллера при нажатии Shift увеличивается в 1.5 раза.
Добавлено (27.01.2013, 12:52) --------------------------------------------- dostalition, в следующий раз вбей в поиск сайта и возможно ответ найдётся сам. Блог.
Сообщение отредактировал commandoby - Вс, 27 Янв 2013, 12:54
БЛАГОДАРЮ ВСЕМ ОТКЛИКНУВШИМСЯ, НО ОСОБАЯ БЛАГОДАРНОСТЬ commandoby !!!!! ВОПРОС РЕШЕН ! АЙ, АЙ, АЙ, Левша !!! Сколько же Я промучился, ища в моторе несуществующую переменную, и не понимая к чему этот скриншот commandoby, а зачем обращаться к множителю из другого скрипта ? ... Я просто сделал так
Код
function Update () { if (Input.GetKey(KeyCode.LeftShift)) { CharacterMotor.an = 3; } else { if (Input.GetKeyUp (KeyCode.LeftShift)) { CharacterMotor.an = 1; } } if (!useFixedUpdate) UpdateFunction();
в самом моторе и нормально работает ... Или есть какой-то ньюанс с этим
Код
if (!useFixedUpdate) UpdateFunction();
? ... И подскажите ещё нельзя ли как-то статик переменную сделать видимой в инспекторе ? Писал и паблик статик и статик паблик в яве, но переменная не отображается. Как Я понимаю, в яве var по-умолчанию паблик и , если приписать статик, то в инпекторе уже не увидишь ...
Ну, если Кому-то не захочется изменять стандартный мотор ... Хотя , всё-равно, переменную нужно добавлять .... Ну, главное - что всё получилось Просто Я ещё не сталкивался с множителями
Статическую переменную вроде бы нельзя видеть в инспекторе.
Обычно делают паблик переменную чтоб задавать параметры в инспекторе, а статик такого же типа, но пустую. В функции Старт передаем значение из паблик в статик.
А насчет характерМотора, посмотрел я его и ужаснулся... проще свой контроллер с нуля написать чем в этом болоте разбираться... X.cor.R (Prologue)
А насчет характерМотора, посмотрел я его и ужаснулся... проще свой контроллер с нуля написать чем в этом болоте разбираться...
100% Я , хоть и очень начинающий в этом всём, но понял, что в моторе ЯВНО ПЕРЕБОРЩИЛИ С ЭКСТРАВАГАНТНОСТЬЮ !!! :))) Просто для Меня ещё, наверно, легче вписать в него несколько строк, чем делать свой "мотор" ...
Обычно делают паблик переменную чтоб задавать параметры в инспекторе, а статик такого же типа, но пустую. В функции Старт передаем значение из паблик в статик.