替换脚本PlayerMovement_04.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement_05 : MonoBehaviour
{
private float moveSpeed;
public float walkSpeed = 7;
public float sprintSpeed = 10;
public float slideSpeed = 30;
public float wallrunSpeed = 8.5f;
public float climbSpeed = 3;
private float desiredMoveSpeed;
private float lastDesiredMoveSpeed;
public float speedIncreaseMultiplier = 1.5f;
public float slopeIncreaseMultiplier = 2.5f;
public float groundDrag = 5;
public float playerHeight = 2;
public LayerMask whatIsGround;
public bool grounded;
public float jumpForce = 6;
public float jumpCooldown = 0.25f;
public float airMultiplier = 0.4f;
private bool readyToJump = true;
public float crouchSpeed = 3.5f;
public float crouchYScale = 0.5f;
private float startYScale;
public float maxSlopAngle = 40;
private RaycastHit slopeHit;
private bool exitingSlope = true;
public KeyCode jumpKey = KeyCode.Space;
public KeyCode sprintKey = KeyCode.LeftShift;
public KeyCode crouchKey = KeyCode.LeftControl;
public Climbing climbingScript;
public Transform orientation;
private float h;
private float v;
private Vector3 moveDirection;
private Rigidbody rb;
public MovementState state;
public enum MovementState
{
walking,
sprinting,
wallrunning,
climbing,
crouching,
sliding,
air
}
public bool sliding;
public bool wallrunning;
public bool climbing;
private void Start()
{
rb = GetComponent<Rigidbody>();
rb.freezeRotation = true;
startYScale = transform.localScale.y;
}
private void Update()
{
grounded = Physics.Raycast(transform.position, Vector3.down, playerHeight * 0.5f + 0.2f, whatIsGround);
MyInput();
SpeedControl();
StateHandler();
if (grounded)
rb.drag = groundDrag;
else
rb.drag = 0;
}
private void FixedUpdate()
{
MovePlayer();
}
private void MyInput()
{
h = Input.GetAxisRaw("Horizontal");
v = Input.GetAxisRaw("Vertical");
if (Input.GetKey(jumpKey) && readyToJump && grounded)
{
readyToJump = false;
Jump();
Invoke(nameof(ResetJump), jumpCooldown);
}
if (Input.GetKeyDown(crouchKey))
{
transform.localScale = new Vector3(transform.localScale.x, crouchYScale, transform.localScale.z);
rb.AddForce(Vector3.down * 5f, ForceMode.Impulse);
}
if (Input.GetKeyUp(crouchKey))
{
transform.localScale = new Vector3(transform.localScale.x, startYScale, transform.localScale.z);
}
}
private void MovePlayer()
{
if (climbingScript.exitingWall) return;
moveDirection = orientation.forward * v + orientation.right * h;
if (OnSlope() && !exitingSlope)
{
rb.AddForce(GetSlopeMoveDirection(moveDirection) * moveSpeed * 20f, ForceMode.Force);
if (rb.velocity.y > 0)
{
rb.AddForce(Vector3.down * 80f, ForceMode.Force);
}
}
else if (grounded)
{
rb.AddForce(moveDirection.normalized * moveSpeed * 10f, ForceMode.Force);
}
else if (!grounded)
{
rb.AddForce(moveDirection.normalized * moveSpeed * 10f * airMultiplier, ForceMode.Force);
}
if (!wallrunning)
rb.useGravity = !OnSlope();
}
private void SpeedControl()
{
if (OnSlope() && !exitingSlope)
{
if (rb.velocity.magnitude > moveSpeed)
{
rb.velocity = rb.velocity.normalized * moveSpeed;
}
}
else
{
Vector3 flatVel = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
if (flatVel.magnitude > moveSpeed)
{
Vector3 limitedVel = flatVel.normalized * moveSpeed;
rb.velocity = new Vector3(limitedVel.x, rb.velocity.y, limitedVel.z);
}
}
}
private void Jump()
{
exitingSlope = true;
rb.velocity = Vector3.zero;
rb.AddForce(transform.up * jumpForce, ForceMode.Impulse);
}
private void ResetJump()
{
readyToJump = true;
exitingSlope = false;
}
private void StateHandler()
{
if (climbing)
{
state = MovementState.climbing;
desiredMoveSpeed = climbSpeed;
}
else if (wallrunning)
{
state = MovementState.wallrunning;
desiredMoveSpeed = wallrunSpeed;
}
else if (sliding)
{
state = MovementState.sliding;
if (OnSlope() && rb.velocity.y < 0.1f)
{
desiredMoveSpeed = slideSpeed;
}
else
{
desiredMoveSpeed = sprintSpeed;
}
}
else if (Input.GetKey(crouchKey))
{
state = MovementState.crouching;
desiredMoveSpeed = crouchSpeed;
}
else if (grounded && Input.GetKey(sprintKey))
{
state = MovementState.sprinting;
desiredMoveSpeed = sprintSpeed;
}
else if (grounded)
{
state = MovementState.walking;
desiredMoveSpeed = walkSpeed;
}
else
{
state = MovementState.air;
}
if (Mathf.Abs(desiredMoveSpeed - lastDesiredMoveSpeed) > 4f && moveSpeed != 0)
{
StopAllCoroutines();
StartCoroutine(SmoothlyLerpMoveSpeed());
}
else
{
moveSpeed = desiredMoveSpeed;
}
lastDesiredMoveSpeed = desiredMoveSpeed;
}
public bool OnSlope()
{
if (Physics.Raycast(transform.position, Vector3.down, out slopeHit, playerHeight * 0.5f + 0.3f))
{
float angle = Vector3.Angle(Vector3.up, slopeHit.normal);
return angle < maxSlopAngle && angle != 0;
}
return false;
}
public Vector3 GetSlopeMoveDirection(Vector3 direction)
{
return Vector3.ProjectOnPlane(direction, slopeHit.normal).normalized;
}
private IEnumerator SmoothlyLerpMoveSpeed()
{
float time = 0;
float difference = Mathf.Abs(desiredMoveSpeed - moveSpeed);
float startValue = moveSpeed;
while (time < difference)
{
moveSpeed = Mathf.Lerp(startValue, desiredMoveSpeed, time / difference);
if (OnSlope())
{
float slopeAngle = Vector3.Angle(Vector3.up, slopeHit.normal);
float slopeAngleIncrease = 1 + (slopeAngle / 90f);
time += Time.deltaTime * speedIncreaseMultiplier * slopeIncreaseMultiplier * slopeAngleIncrease;
}
else
{
time += Time.deltaTime * speedIncreaseMultiplier;
}
yield return null;
}
moveSpeed = desiredMoveSpeed;
}
}
新增脚本Climbing.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Climbing : MonoBehaviour
{
public Transform orientation;
public Rigidbody rb;
public PlayerMovement_05 pm_05;
public LayerMask whatIsWall;
public float climbSpeed = 10;
public float maxClimbTime = 0.75f;
private float climbTimer;
private bool climbing;
public float climbJumpUpForce = 14;
public float climbJumpBackForce = 12;
public KeyCode jumpKey = KeyCode.Space;
public int climbJumps = 1;
private int climbJumpsLeft;
public float detectionLength = 0.7f;
public float sphereCastRadius = 0.25f;
public float maxWallLookAngle = 30;
private float wallLookAngle;
private RaycastHit frontWallHit;
private bool wallFront;
private Transform lastWall;
private Vector3 lastWallNormal;
public float minWallNormalAngleChange = 5;
public bool exitingWall;
public float exitWallTime = 0.2f;
private float exitWallTimer;
private void Update()
{
WallCheck();
StateMachine();
if (climbing && !exitingWall)
{
ClimbingMovement();
}
}
private void StateMachine()
{
if (wallFront && Input.GetKey(KeyCode.W) && wallLookAngle < maxWallLookAngle && !exitingWall)
{
if (!climbing && climbTimer > 0)
{
Debug.Log("开始攀爬");
StartClimbing();
}
if (climbTimer > 0)
{
climbTimer -= Time.deltaTime;
}
if (climbTimer < 0)
{
Debug.Log("攀爬时间用完,停止攀爬!");
StopClimbing();
}
}
else if (exitingWall)
{
if (climbing)
{
StopClimbing();
}
if (exitWallTimer > 0)
exitWallTimer -= Time.deltaTime;
if (exitWallTimer < 0)
exitingWall = false;
}
else
{
if (climbing)
{
StopClimbing();
}
}
if (wallFront && Input.GetKeyDown(jumpKey) && climbJumpsLeft > 0)
{
Debug.Log("进行攀爬跳跃");
ClimbJump();
}
}
private void WallCheck()
{
wallFront = Physics.SphereCast(transform.position, sphereCastRadius, orientation.forward, out frontWallHit, detectionLength, whatIsWall);
wallLookAngle = Vector3.Angle(orientation.forward, -frontWallHit.normal);
bool newWall = frontWallHit.transform != lastWall || Mathf.Abs(Vector3.Angle(lastWallNormal, frontWallHit.normal)) > minWallNormalAngleChange;
if ((wallFront && newWall) || pm_05.grounded)
{
climbTimer = maxClimbTime;
climbJumpsLeft = climbJumps;
}
}
private void StartClimbing()
{
climbing = true;
pm_05.climbing = true;
lastWall = frontWallHit.transform;
lastWallNormal = frontWallHit.normal;
}
private void ClimbingMovement()
{
rb.velocity = new Vector3(rb.velocity.x, climbSpeed, rb.velocity.z);
}
private void StopClimbing()
{
climbing = false;
pm_05.climbing = false;
}
private void ClimbJump()
{
exitingWall = true;
exitWallTimer = exitWallTime;
Vector3 forceToApply = transform.up * climbJumpUpForce + frontWallHit.normal * climbJumpBackForce;
rb.velocity = new Vector3(rb.velocity.x, 0f, rb.velocity.z);
rb.AddForce(forceToApply, ForceMode.Impulse);
climbJumpsLeft--;
}
}