Rumskibscontroller i Unity

I denne tutorial vil jeg vise, hvordan man laver en rumskibscontroller i Unity.

Lad os begynde!

Trin

  • Placer spaceship-modellen i din Scene

  • Opret et nyt GameObject, kald det "Spaceship"
  • Flyt rumskibsmodellen inde i "Spaceship"-objektet og skift dens position til (0, 0, 0)
  • Opret et nyt script, kald det "SC_SpaceshipController" og indsæt koden nedenfor i det:

SC_SpaceshipController.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[RequireComponent(typeof(Rigidbody))]

public class SC_SpaceshipController : MonoBehaviour
{
    public float normalSpeed = 25f;
    public float accelerationSpeed = 45f;
    public Transform cameraPosition;
    public Camera mainCamera;
    public Transform spaceshipRoot;
    public float rotationSpeed = 2.0f;
    public float cameraSmooth = 4f;
    public RectTransform crosshairTexture;

    float speed;
    Rigidbody r;
    Quaternion lookRotation;
    float rotationZ = 0;
    float mouseXSmooth = 0;
    float mouseYSmooth = 0;
    Vector3 defaultShipRotation;

    // Start is called before the first frame update
    void Start()
    {
        r = GetComponent<Rigidbody>();
        r.useGravity = false;
        lookRotation = transform.rotation;
        defaultShipRotation = spaceshipRoot.localEulerAngles;
        rotationZ = defaultShipRotation.z;

        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible = false;
    }

    void FixedUpdate()
    {
        //Press Right Mouse Button to accelerate
        if (Input.GetMouseButton(1))
        {
            speed = Mathf.Lerp(speed, accelerationSpeed, Time.deltaTime * 3);
        }
        else
        {
            speed = Mathf.Lerp(speed, normalSpeed, Time.deltaTime * 10);
        }

        //Set moveDirection to the vertical axis (up and down keys) * speed
        Vector3 moveDirection = new Vector3(0, 0, speed);
        //Transform the vector3 to local space
        moveDirection = transform.TransformDirection(moveDirection);
        //Set the velocity, so you can move
        r.velocity = new Vector3(moveDirection.x, moveDirection.y, moveDirection.z);

        //Camera follow
        mainCamera.transform.position = Vector3.Lerp(mainCamera.transform.position, cameraPosition.position, Time.deltaTime * cameraSmooth);
        mainCamera.transform.rotation = Quaternion.Lerp(mainCamera.transform.rotation, cameraPosition.rotation, Time.deltaTime * cameraSmooth);

        //Rotation
        float rotationZTmp = 0;
        if (Input.GetKey(KeyCode.A))
        {
            rotationZTmp = 1;
        }
        else if (Input.GetKey(KeyCode.D))
        {
            rotationZTmp = -1;
        }
        mouseXSmooth = Mathf.Lerp(mouseXSmooth, Input.GetAxis("Mouse X") * rotationSpeed, Time.deltaTime * cameraSmooth);
        mouseYSmooth = Mathf.Lerp(mouseYSmooth, Input.GetAxis("Mouse Y") * rotationSpeed, Time.deltaTime * cameraSmooth);
        Quaternion localRotation = Quaternion.Euler(-mouseYSmooth, mouseXSmooth, rotationZTmp * rotationSpeed);
        lookRotation = lookRotation * localRotation;
        transform.rotation = lookRotation;
        rotationZ -= mouseXSmooth;
        rotationZ = Mathf.Clamp(rotationZ, -45, 45);
        spaceshipRoot.transform.localEulerAngles = new Vector3(defaultShipRotation.x, defaultShipRotation.y, rotationZ);
        rotationZ = Mathf.Lerp(rotationZ, defaultShipRotation.z, Time.deltaTime * cameraSmooth);

        //Update crosshair texture
        if (crosshairTexture)
        {
            crosshairTexture.position = mainCamera.WorldToScreenPoint(transform.position + transform.forward * 100);
        }
    }
}
  • Vedhæft SC_SpaceshipController-scriptet til "Spaceship"-objektet
  • Opret et nyt GameObject, kald det "CameraPosition" og flyt det ind i "Spaceship" objektet
  • Flyt hovedkameraet inde i "CameraPosition"-objektet og skift dets position til (0, 0, 0)
  • Juster "CameraPosition" objektpositionen, indtil du er tilfreds med resultatet

  • Flyt hovedkameraet uden for "Spaceship"-objektet
  • I SC_SpaceshipController tildeles kameraposition, hovedkamera og rumskibsrod (dette bør være en transformation af en rumskibsmodel) variabler

  • Opret et nyt UI Canvas (GameObject -> UI -> Canvas)
  • Højreklik på Canvas-objekt -> UI -> Billede
  • Skift justeringen af ​​et nyt billede til øverst til venstre

  • Tildel spriten nedenfor til billedet

sci-fi trådkors

  • Tilslut endelig det nyoprettede billede til Crosshair Texture i SC_SpaceshipController

Rumskibscontrolleren er klar. Brug musen til at se dig omkring, A/D til at rotere langs Z-aksen og højre museknap til at accelerere.