unity3d如何编写一个让Cube能前后左右以及跳跃的简易代码?

 

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);
    }
}

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