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Cielonos/Packages/com.opsive.behaviordesigner/Samples~/Scripts/PlayerController.cs
SoulliesOfficial 50ee502684 完善
2026-02-13 09:22:11 -05:00

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C#

/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Samples
{
using UnityEngine;
/// <summary>
/// A small player controller using the Character Collider component.
/// </summary>
public class PlayerController : MonoBehaviour
{
[Tooltip("The name of the horizontal axis.")]
[SerializeField] protected string m_HorizontalAxisName = "Horizontal";
[Tooltip("The name of the vertical axis.")]
[SerializeField] protected string m_VerticalAxisName = "Vertical";
[Tooltip("The speed that the character should move.")]
[SerializeField] protected float m_MoveSpeed = 2f;
[Tooltip("The index of the state parameter.")]
[SerializeField] protected int m_StateParameterValue;
[Tooltip("The button mapping of the shift key.")]
[SerializeField] protected string m_ShiftButtonMapping = "Fire3";
[Tooltip("The multiplier to apply to the speed when the shift key is held down.")]
[SerializeField] protected float m_ShiftSpeedMultiplier = 1.5f;
private Transform m_Transform;
private Animator m_Animator;
private CharacterController m_CharacterController;
/// <summary>
/// Initializes the default value.
/// </summary>
private void Awake()
{
m_Transform = transform;
m_Animator = GetComponent<Animator>();
m_CharacterController = GetComponent<CharacterController>();
m_Animator.SetInteger("State", m_StateParameterValue);
}
/// <summary>
/// Moves the character.
/// </summary>
private void Update()
{
var direction = new Vector3(Input.GetAxis(m_HorizontalAxisName), 0, Input.GetAxis(m_VerticalAxisName));
var multiplier = (Input.GetButton(m_ShiftButtonMapping) ? m_ShiftSpeedMultiplier : 1);
m_CharacterController.Move(direction * m_MoveSpeed * Time.deltaTime * multiplier);
m_Transform.LookAt(m_Transform.position + direction);
m_Animator.speed = multiplier;
m_Animator.SetFloat("Forward", direction.magnitude);
}
}
}