using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Boxmove : MonoBehaviour {
Rigidbody rb;
float speed =2f;
float jumpforce;
// Use this for initialization
void Start () {
rb = GetComponent<Rigidbody>();
}
private void FixedUpdate()
{
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
float jump = Input.GetAxis("Jump");
Vector3 movent = new Vector3(-moveVertical,0,moveHorizontal);
transform.Translate(movent *speed*Time.deltaTime);
rb.AddForce(0,jump*jumpforce,0);
}
}
或
using UnityEngine;
using System.Collections;
public class MoveDir : MonoBehaviour {
// Use this for initialization
void Start () {
// rigidbody.AddForce(new Vector3(0, 0, 500)); //这个是给物体一个向前的力,使其运动
}
void Update () { //每帧都会执行一次,详情可以看Unity3d圣典
switch (Input.inputString) {
case "w":
transform.Translate(new Vector3(0,0,5*Time.deltaTime)); //Time.deltaTime代表的是上一次执行 Update()与现在的时间差
break;
case "a":
transform.Translate(new Vector3(-5*Time.deltaTime, 0, 0));
break;
case "s":
transform.Translate(new Vector3(0,0, -5*Time.deltaTime));
break;
case "d":
transform.Translate(new Vector3(5*Time.deltaTime, 0, 0));
break;
}
}
}
public class PlayerController : MonoBehaviour {
Vector3 movement;
Rigidbody playerRigidbody;
Animator animator;
// player移动速度
public float speed = 6f;
private float x;
private float y;
private float xSpeed = 2;
private float ySpeed = 2;
private Quaternion direct; // player direct
// 判断是否落地
private bool grounded = true;
void Awake()
{
playerRigidbody = GetComponent<Rigidbody>();
animator = GetComponent<Animator>();
}
void Update() {
// keyboard move
float h = Input.GetAxisRaw("Horizontal"); // A D
float v = Input.GetAxisRaw("Vertical"); // W S
// animating
bool walking = h != 0f || v != 0f;
animator.SetBool("Forward", walking);
transform.Translate(Vector3.forward * v * speed * Time.deltaTime); // W S 上 下
transform.Translate(Vector3.right * h * speed * Time.deltaTime); // A D 左右
// Jump
if (Input.GetButtonDown("Jump")) {
if (grounded == true)
{
animator.SetBool("Jump", true);
playerRigidbody.velocity += new Vector3(0, 5, 0); //添加加速度
playerRigidbody.AddForce(Vector3.up * 50); //给刚体一个向上的力,力的大小为Vector3.up*mJumpSpeed
grounded = false;
}
}
// mouse move
x += Input.GetAxis("Mouse X") * xSpeed;
y -= Input.GetAxis("Mouse Y") * ySpeed;
direct = Quaternion.Euler(y, x, 0);
transform.rotation = direct;
}
// 落地检测
void OnCollisionEnter(Collision collision) {
animator.SetBool("Jump", false);
grounded = true;
}
}
可以