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Unity3D研究院之第一人称第三人称角色控制组件修改C#版本(二十九)

 3 years ago
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Unity3D研究院之第一人称第三人称角色控制组件修改C#版本(二十九)

       之前MOMO在 Unity3D研究院之角色控制器组件研究(二十二)文章中向大家介绍了角色控制器组件。默认系统提供了JavaScript脚本的支持,可是我们还是喜欢用C#来编写脚本,本篇文章MOMO将把角色控制器的所有脚本全部改成C#语言。方便自己也方便大家学习,哇咔咔。首先,我们将角色控制器包引入工程中。如下图所示,默认提供的脚本除了MouseLook以外其它的都是JS脚本,本篇文章MOMO将把它们全部修改成C#。刚好也是答应Unity圣典的站长录制游戏开发视频,视频中我说下一节我将教大家怎么把角色控制器组件的脚本全部改成C#。



首先把CharacterMotor.js修改成C# 它主要设置角色控制的系数,如运动、跳跃、移动、滑动等。第一人称与第三人称主角模型的移动与旋转的角度都最后都是在这里计算的,请大家好好看看这个类, 尤其是UpdateFunction()方法。

CharacterMotor.cs  



using UnityEngine;
using System.Collections;
*  @Author : www.xuanyusong.com
[RequireComponent(typeof(CharacterController))]
[AddComponentMenu("Character/Character Motor")]
public class CharacterMotor : MonoBehaviour {
// Does this script currently respond to input?
public bool canControl  = true;
public bool useFixedUpdate = 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]
public Vector3 inputMoveDirection = 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]
public bool inputJump  = false;
[System.Serializable]
public class CharacterMotorMovement
// The maximum horizontal speed when moving
public float maxForwardSpeed = 10.0f;
public float maxSidewaysSpeed = 10.0f;
public float maxBackwardsSpeed = 10.0f;
// Curve for multiplying speed based on slope (negative = downwards)
public AnimationCurve slopeSpeedMultiplier = new AnimationCurve(new Keyframe(-90, 1), new Keyframe(0, 1), new Keyframe(90, 0));
// How fast does the character change speeds?  Higher is faster.
public float maxGroundAcceleration = 30.0f;
public float maxAirAcceleration = 20.0f;
// The gravity for the character
public float gravity = 10.0f;
public float maxFallSpeed = 20.0f;
// 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]
public CollisionFlags collisionFlags;
// We will keep track of the character's current velocity,
[System.NonSerialized]
public Vector3 velocity;
// This keeps track of our current velocity while we're not grounded
[System.NonSerialized]
public Vector3 frameVelocity = Vector3.zero;
[System.NonSerialized]
public Vector3 hitPoint = Vector3.zero;
[System.NonSerialized]
public Vector3 lastHitPoint = new Vector3(Mathf.Infinity, 0, 0);
public CharacterMotorMovement movement = new CharacterMotorMovement();
public 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.
[System.Serializable]
public class CharacterMotorJumping {
// Can the character jump?
public bool enabled = true;
// How high do we jump when pressing jump and letting go immediately
public float baseHeight = 1.0f;
// We add extraHeight units (meters) on top when holding the button down longer while jumping
public float extraHeight = 4.1f;
// 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.
public float perpAmount  = 0.0f;
// 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.
public float steepPerpAmount = 0.5f;
// 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]
public bool jumping = false;
[System.NonSerialized]
public bool holdingJumpButton = false;
// the time we jumped at (Used to determine for how long to apply extra jump power after jumping.)
[System.NonSerialized]
public float lastStartTime = 0.0f;
[System.NonSerialized]
public float lastButtonDownTime = -100f;
[System.NonSerialized]
public Vector3 jumpDir = Vector3.up;
public CharacterMotorJumping  jumping = new CharacterMotorJumping();
[System.Serializable]
public class CharacterMotorMovingPlatform {
public bool enabled = true;
public MovementTransferOnJump movementTransfer = MovementTransferOnJump.PermaTransfer;
[System.NonSerialized]
public Transform hitPlatform;
[System.NonSerialized]
public Transform activePlatform;
[System.NonSerialized]
public Vector3 activeLocalPoint;
[System.NonSerialized]
public Vector3 activeGlobalPoint;
[System.NonSerialized]
public Quaternion activeLocalRotation;
[System.NonSerialized]
public Quaternion activeGlobalRotation;
[System.NonSerialized]
public Matrix4x4 lastMatrix;
[System.NonSerialized]
public Vector3 platformVelocity;
[System.NonSerialized]
public bool newPlatform;
public CharacterMotorMovingPlatform movingPlatform  = new CharacterMotorMovingPlatform();
[System.Serializable]
public class CharacterMotorSliding {
// Does the character slide on too steep surfaces?
public bool enabled = true;
// How fast does the character slide on steep surfaces?
public float slidingSpeed  = 15f;
// 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.
public float sidewaysControl = 1.0f;
// 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%.
public float speedControl  = 0.4f;
public CharacterMotorSliding sliding  = new CharacterMotorSliding();
[System.NonSerialized]
public bool grounded = true;
[System.NonSerialized]
public Vector3 groundNormal = Vector3.zero;
private Vector3  lastGroundNormal = Vector3.zero;
private Transform tr;
private CharacterController  controller ;
void Awake () {
controller = GetComponent <CharacterController>();
tr = transform;
private void UpdateFunction () {
// We copy the actual velocity into a temporary variable that we can manipulate.
Vector3 velocity  = movement.velocity;
// Update velocity based on input
velocity = ApplyInputVelocityChange(velocity);
// Apply gravity and jumping force
velocity = ApplyGravityAndJumping (velocity);
// Moving platform support
Vector3 moveDistance  = Vector3.zero;
if (MoveWithPlatform()) {
Vector3 newGlobalPoint  = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint);
moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint);
if (moveDistance != Vector3.zero)
controller.Move(moveDistance);
// Support moving platform rotation as well:
        Quaternion newGlobalRotation  = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation;
        Quaternion rotationDiff  = 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.
Vector3 lastPosition  = tr.position;
// We always want the movement to be framerate independent.  Multiplying by Time.deltaTime does this.
Vector3 currentMovementOffset = 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.
float pushDownOffset  = Mathf.Max(controller.stepOffset, new 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;
   // Move our character!
movement.collisionFlags = controller.Move (currentMovementOffset);
movement.lastHitPoint = movement.hitPoint;
lastGroundNormal = groundNormal;
if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) {
if (movingPlatform.hitPlatform != null) {
movingPlatform.activePlatform = movingPlatform.hitPlatform;
movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix;
movingPlatform.newPlatform = true;
// 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.
Vector3 oldHVelocity  = new Vector3(velocity.x, 0, velocity.z);
movement.velocity = (tr.position - lastPosition) / Time.deltaTime;
Vector3 newHVelocity  = 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 {
float projectedNewVelocity  = 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;
// Apply inertia from platform
if (movingPlatform.enabled &&
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
movement.frameVelocity = movingPlatform.platformVelocity;
movement.velocity += movingPlatform.platformVelocity;
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();
SendMessage("OnLand", SendMessageOptions.DontRequireReceiver);
// 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*0.5f + 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;
void FixedUpdate () {
if (movingPlatform.enabled) {
if (movingPlatform.activePlatform != null) {
if (!movingPlatform.newPlatform) {
Vector3 lastVelocity  = movingPlatform.platformVelocity;
movingPlatform.platformVelocity = (
movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
- movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint)
) / Time.deltaTime;
movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix;
movingPlatform.newPlatform = false;
else {
movingPlatform.platformVelocity = Vector3.zero;
if (useFixedUpdate)
UpdateFunction();
void Update () {
if (!useFixedUpdate)
UpdateFunction();
private Vector3 ApplyInputVelocityChange (Vector3 velocity) {
if (!canControl)
inputMoveDirection = Vector3.zero;
// Find desired velocity
Vector3 desiredVelocity;
if (grounded && TooSteep()) {
// The direction we're sliding in
desiredVelocity = new 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;
desiredVelocity = GetDesiredHorizontalVelocity();
if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) {
desiredVelocity += movement.frameVelocity;
desiredVelocity.y = 0;
if (grounded)
desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal);
velocity.y = 0;
// Enforce max velocity change
float maxVelocityChange  = GetMaxAcceleration(grounded) * Time.deltaTime;
Vector3 velocityChangeVector  = (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 Vector3 ApplyGravityAndJumping (Vector3 velocity) {
if (!inputJump || !canControl) {
jumping.holdingJumpButton = false;
jumping.lastButtonDownTime = -100;
if (inputJump && jumping.lastButtonDownTime < 0 && canControl)
jumping.lastButtonDownTime = Time.time;
if (grounded)
velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime;
else {
velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime;
// 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);
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);
// Apply inertia from platform
if (movingPlatform.enabled &&
(movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer ||
movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer)
movement.frameVelocity = movingPlatform.platformVelocity;
velocity += movingPlatform.platformVelocity;
SendMessage("OnJump", SendMessageOptions.DontRequireReceiver);
else {
jumping.holdingJumpButton = false;
return velocity;
void OnControllerColliderHit (ControllerColliderHit hit) {
if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) {
if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero)
groundNormal = hit.normal;
groundNormal = lastGroundNormal;
movingPlatform.hitPlatform = hit.collider.transform;
movement.hitPoint = hit.point;
movement.frameVelocity = Vector3.zero;
private IEnumerator 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) {
Transform platform  = movingPlatform.activePlatform;
yield return new WaitForFixedUpdate();
yield return new WaitForFixedUpdate();
if (grounded && platform == movingPlatform.activePlatform)
yield return 1;
movement.velocity -= movingPlatform.platformVelocity;
private bool MoveWithPlatform () {
return (
movingPlatform.enabled
&& (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked)
&& movingPlatform.activePlatform != null
private Vector3 GetDesiredHorizontalVelocity () {
// Find desired velocity
Vector3 desiredLocalDirection  = tr.InverseTransformDirection(inputMoveDirection);
float maxSpeed  = MaxSpeedInDirection(desiredLocalDirection);
if (grounded) {
// Modify max speed on slopes based on slope speed multiplier curve
var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y)  * Mathf.Rad2Deg;
maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle);
return tr.TransformDirection(desiredLocalDirection * maxSpeed);
private Vector3 AdjustGroundVelocityToNormal (Vector3 hVelocity, Vector3 groundNormal) {
Vector3 sideways  = Vector3.Cross(Vector3.up, hVelocity);
return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude;
private bool IsGroundedTest () {
return (groundNormal.y > 0.01);
float GetMaxAcceleration (bool grounded) {
// Maximum acceleration on ground and in air
if (grounded)
return movement.maxGroundAcceleration;
return movement.maxAirAcceleration;
float CalculateJumpVerticalSpeed (float targetJumpHeight) {
// 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);
bool IsJumping () {
return jumping.jumping;
bool IsSliding () {
return (grounded && sliding.enabled && TooSteep());
bool IsTouchingCeiling () {
return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0;
bool IsGrounded () {
return grounded;
bool TooSteep () {
return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad));
Vector3 GetDirection () {
return inputMoveDirection;
void  SetControllable (bool controllable) {
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.
float MaxSpeedInDirection (Vector3 desiredMovementDirection) {
if (desiredMovementDirection == Vector3.zero)
return 0;
else {
float zAxisEllipseMultiplier = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed;
Vector3 temp = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized;
float length = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed;
return length;
void SetVelocity (Vector3 velocity) {
grounded = false;
movement.velocity = velocity;
movement.frameVelocity = Vector3.zero;
SendMessage("OnExternalVelocity");
// Require a character controller to be attached to the same game object
//@script RequireComponent (CharacterController)
//@script AddComponentMenu ("Character/Character Motor")

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