Unity скрипты на ходьбы, юности 3д

Графика

Коды на юности 3д игру, движо

using UnityEngine;

using System.Collections;

[RequireComponent(typeof(Rigidbody2D))]

public class Player2DControl: MonoBehaviour {

 public enum ProjectAxis ;

 public ProjectAxis projectAxis = ProjectAxis.onlyX;

 public float speed = 150;

 public float addForce = 7;

 public bool lookAtCursor;

 public KeyCode leftButton = KeyCode.A;

 public KeyCode rightButton = KeyCode.D;

 public KeyCode upButton = KeyCode.W;

 public KeyCode downButton = KeyCode.S;

 public KeyCode addForceButton = KeyCode.Space;

 public bool isFacingRight = true;

 private Vector3 direction;

 private float vertical;

 private float horizontal;

 private Rigidbody2D body;

 private float rotationY;

 private bool jump;

void Start () 

 {

  body = GetComponent<Rigidbody2D>();

  body.fixedAngle = true;

  if(projectAxis == ProjectAxis.xAndY) 

  {

   body.gravityScale = 0;

   body.drag = 10;

  }

 }

 void OnCollisionStay2D(Collision2D coll) 

 {

  if(coll.transform.tag == «Ground»)

  {

   body.drag = 10;

   jump = true;

  }

 }

 void OnCollisionExit2D(Collision2D coll) 

 {

  if(coll.transform.tag == «Ground»)

  {

   body.drag = 0;

jump = false;

  }

 }

 void FixedUpdate()

 {

  body.AddForce(direction * body.mass * speed);

  if(Mathf.Abs(body.velocity.x) > speed/100f)

  {

   body.velocity = new Vector2(Mathf.Sign(body.velocity.x) * speed/100f, body.velocity.y);

  }

  if(projectAxis == ProjectAxis.xAndY)

  {

   if(Mathf.Abs(body.velocity.y) > speed/100f)

   {

    body.velocity = new Vector2(body.velocity.x, Mathf.Sign(body.velocity.y) * speed/100f);

   }

  }

  else

  {

   if(Input.GetKey(addForceButton) && jump)

   {

    body.velocity = new Vector2(0, addForce);

   }

  }

 }

 void Flip()

 {

  if(projectAxis == ProjectAxis.onlyX)

  {

   isFacingRight = !isFacingRight;

   Vector3 theScale = transform.localScale;

   theScale.x *= -1;

   transform.localScale = theScale;

  }

 }

 void Update () 

 {

  if(lookAtCursor)

  {

   Vector3 lookPos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.transform.position.z));

   lookPos = lookPos — transform.position;

   float angle = Mathf.Atan2(lookPos.y, lookPos.x) * Mathf.Rad2Deg;

   transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);

  }

  if(Input.GetKey(upButton)) vertical = 1;

  else if(Input.GetKey(downButton)) vertical = -1; else vertical = 0;

  if(Input.GetKey(leftButton)) horizontal = -1;

  else if(Input.GetKey(rightButton)) horizontal = 1; else horizontal = 0;

  if(projectAxis == ProjectAxis.onlyX) 

  {

   direction = new Vector2(horizontal, 0); 

  }

  else 

  {

   if(Input.GetKeyDown(addForceButton)) speed += addForce; else if(Input.GetKeyUp(addForceButton)) speed -= addForce;

   direction = new Vector2(horizontal, vertical);

  }

if(horizontal > 0 && !isFacingRight) Flip(); else if(horizontal < 0 && isFacingRight) Flip();

 }

}

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