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C# CharacterController类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中CharacterController的典型用法代码示例。如果您正苦于以下问题:C# CharacterController类的具体用法?C# CharacterController怎么用?C# CharacterController使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



CharacterController类属于命名空间,在下文中一共展示了CharacterController类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: Start

 void Start()
 {
     _t = transform;
     _animator = GetComponent<Animator>();
     _controller = GetComponent<CharacterController>();
     _rigidbody = GetComponent<Rigidbody>();
 }
开发者ID:choang05,项目名称:Puzzle-2,代码行数:7,代码来源:SrpgcMouseMovementController.cs


示例2: Start

    void Start()
    {
        player = GameObject.FindGameObjectWithTag("Player");

        anim = GetComponent<Animator>();
        charControl = GetComponent<CharacterController>();
    }
开发者ID:DanStout,项目名称:FablesOfSol,代码行数:7,代码来源:ChasesPlayer.cs


示例3: Start

    // Constants

    // Use this for initialization
	void Start ()
	{
    	// Set up the character controller and movement
        m_npcController = GetComponentInParent<CharacterController>();
        m_finalMovement = Vector3.zero;
		behaviour = NpcBehaviour.Linear       ;
	}
开发者ID:Aze22,项目名称:GGJ2016,代码行数:10,代码来源:NPCScript.cs


示例4: Start

    // Use this for initialization
    private void Start()
    {
        m_CharacterController = GetComponent<CharacterController>();
        m_StepCycle = 0f;
        m_NextStep = m_StepCycle / 2f;
        m_Jumping = false;
        m_AudioSource = GetComponent<AudioSource>();

        // Get the controller to player map from the MultiSceneVariablesScripts
        ControllerID = -1;
        int player = PlayerID;
        MultiSceneVariablesScript script = GameObject.Find( "MultiSceneVariables" ).GetComponent<MultiSceneVariablesScript>();
        {
            int playeriter = 0;
            foreach ( int playercon in script.PlayerToController.ToArray() )
            {
                if ( ( player - 1 ) == playeriter )
                {
                    ControllerID = playercon;
                    break;
                }
                playeriter++;
            }
        }
        // Disable unused players
        if ( ControllerID == -1 )
        {
            gameObject.SetActive( false );
            enabled = false;
        }
    }
开发者ID:DrMelon,项目名称:PotionCommotion,代码行数:32,代码来源:PlayerControllerScript.cs


示例5: Start

 public void Start()
 {
     seeker = GetComponent<Seeker>();
     controller = GetComponent<CharacterController>();
     //Start a new path to the targetPosition, return the result to the OnPathComplete function
     seeker.StartPath(transform.position, targetPosition, OnPathComplete);
 }
开发者ID:Super-Goat-Herders,项目名称:ProjectGoat,代码行数:7,代码来源:AiStar4.cs


示例6: Awake

    // =============================================================================
    // =============================================================================
    // METHODS UNITY ---------------------------------------------------------------
    void Awake()
    {
        Config = GameObject.FindWithTag( "Config" ).GetComponent<Config>();
        Trans = transform;

        CC = gameObject.GetComponent<CharacterController>();
    }
开发者ID:Jonas90,项目名称:iss,代码行数:10,代码来源:PlayerMovement.cs


示例7: Update

	// Update is called once per frame
	void Update () {
		if(Vector3.Distance(transform.position,player.position)<10){
			sighted = true;
			target = player.position;
			Debug.Log(sighted);
		}	
		float distA = Vector3.Distance(transform.position,pointA.position);
		float distB = Vector3.Distance(transform.position,pointB.position);
		if(distA<2){
			atA = true;
			atB = false;
			target = pointB.position;
		}
		if(distB<2){
			atB = true;
			atA = false;
			target = pointA.position;
		}
		if(Time.time > curTime+waitTime){
			seeker = GetComponent<Seeker>();
			seeker.StartPath(transform.position,target,OnPathComplete);
			charctlr = GetComponent<CharacterController>();
			curTime = Time.time;
		}
	}
开发者ID:kxh337,项目名称:Sephone,代码行数:26,代码来源:GhostTwoPoint.cs


示例8: Start

	// Use this for initialization
	void Start () 
	{
        _animator = GetComponent<Animator>();
		_charCtrl = GetComponent<CharacterController>();
		m_AudioSource = GetComponent<AudioSource>();
		currTexture = myBody.GetComponent<SkinnedMeshRenderer> ().material.mainTexture;
	}
开发者ID:kamilion,项目名称:UNETMovement,代码行数:8,代码来源:LocomotionPlayer.cs


示例9: Start

 void Start()
 {
     characterController = GetComponent<CharacterController>();
     characterParticles = GameObject.Find("Player/Flute Radius").GetComponent<ParticleSystem>();
     fluteCall1 = FMOD_StudioSystem.instance.GetEvent("event:/sfx/player/flute1");
     fluteCall2 = FMOD_StudioSystem.instance.GetEvent("event:/sfx/player/flute2");
 }
开发者ID:mightypants,项目名称:apackofalpacas,代码行数:7,代码来源:PlayerMovement.cs


示例10: Awake

    void Awake()
    {
        gc = GameObject.FindWithTag("GameController").GetComponent<GameController>();

        cc = GetComponent<CharacterController>();
        move = new Vector3();
    }
开发者ID:EternalGB,项目名称:ldjam33,代码行数:7,代码来源:PlayerController.cs


示例11: Awake

    void Awake()
    {
        yaw = transform.localEulerAngles.y;

        // get a reference to the Character Controller
        characterController = GetComponent<CharacterController>();
    }
开发者ID:yunspace,项目名称:unite15-network-game,代码行数:7,代码来源:PlayerController.cs


示例12: Start

 void Start()
 {
     state = new ClientWiiState();
     playerCam = transform.FindChild("Main Camera");
     controller = GetComponent<CharacterController>();
     bJump = true;
 }
开发者ID:timmutton,项目名称:r2d2_assignment,代码行数:7,代码来源:playerMovement.cs


示例13: Reset

 void Reset()
 {
     characterController = GetComponentInChildren<CharacterController>();
     navMeshAgent = GetComponentInChildren<NavMeshAgent>();
     joystickNavigationController = GetComponent<JoystickNavigationController>();
     camera = GetComponentInChildren<Camera>().gameObject;
 }
开发者ID:Foxshiver,项目名称:Projet_Immersia,代码行数:7,代码来源:NavigationManager.cs


示例14: FixedUpdate

    //Update is called once per frame
    void FixedUpdate()
    {
        //Defines how player movement works
        controller = GetComponent<CharacterController>();
        movement.x = 0;

        if(Input.GetKey(moveLeft))
            movement.x = -moveSpeed;
        else if(Input.GetKey(moveRight))
            movement.x = moveSpeed;

        if(controller.isGrounded){
            vertSpeed = 0.0f;

            if(Input.GetKey(moveJump)){
                vertSpeed = jumpSpeed;
            }
        }

        vertSpeed -= gravity*Time.deltaTime;
        movement.y = vertSpeed;

        controller.Move(movement * Time.deltaTime);
        //End player movement
    }
开发者ID:Shadowist,项目名称:OGM2013February,代码行数:26,代码来源:PlayerMovement.cs


示例15: Start

 public void Start()
 {
     seeker = GetComponent<Seeker>();
     controller = GetComponent<CharacterController>();
     FindTarget();
     StartCoroutine(GetNewPath());
 }
开发者ID:uudkdevs2013,项目名称:TheSonOfBSF,代码行数:7,代码来源:AstarAI.cs


示例16: OnInitializeEntity

	public override void OnInitializeEntity ()
	{				
		cc = GetComponent<CharacterController>();
		
		transform.parent = this.parentMap.transform;
		
		bound_z_position = eTransform.localPosition.z;
		
		RecalculateJumpDistance();
							
		OnBlockEntry(x,y,z);
		
		jumpHeight_Blocks = (int)((float)jumpHeight / parentMap.tileScale.y);
		
		//We'll randomise our starting direction if we have chosen to
		if(randomiseStartingDirection){
			currentDirection = UnityEngine.Random.Range(0,2);
			if(currentDirection == 0){
				currentDirection = -1;
			}
		}
		else{
			currentDirection = startingDirection;
			
			//If something odd has been put in, I will just disregard and randomise
			if(currentDirection == 0 || currentDirection > 1 || currentDirection < -1){
				currentDirection = UnityEngine.Random.Range(0,2);
				if(currentDirection == 0){
					currentDirection = -1;
				}
			}
		}
	}
开发者ID:moderndelta137,项目名称:Shadow_Sword,代码行数:33,代码来源:PlatformerEntity.cs


示例17: Start

    // Use this for initialization
    void Start()
    {
        Cursor.visible = false; // temporarily set to true for testing

        eyes = this.transform.Find("Eyes").gameObject;
        body = this.transform.Find("geckstronautAnimatedWithGun").gameObject;

        startPosition = this.transform.position; // this will be the place the player responds to each time he dies
        eyesStartPos = eyes.transform.position;
        bodyStartPos = body.transform.position;

        startRot = this.transform.rotation;
        eyesStartRot = eyes.transform.rotation;
        bodyStartRot = body.transform.rotation;

        characterController = GetComponent<CharacterController>();
        
		firstPersonCamera = this.GetComponentInChildren<Camera>();

        geckAnimator = this.transform.Find("geckstronautAnimatedWithGun").GetComponent<Animator>();
        geckAnimator.SetBool("HasGun", false);
        geckAnimator.SetBool("Idle", false);
        geckAnimator.SetBool("Walking", false);
        geckAnimator.SetBool("Running", false);
        geckAnimator.SetBool("Shooting", false);

        manager = GameObject.FindGameObjectWithTag("GameController");
		mouseSensitivity = PlayerPrefs.GetFloat ("Mouse Sensitivity");
			//manager.GetComponent<GameManagerScript>().mouseSensitivity; // get mouse sensitivity from GameController object

		//if (isLocalPlayer) {
		//	this.GetComponentInChildren<Camera>().enabled = true;
		//	this.GetComponentInChildren<AudioListener>().enabled = true;
		//}
    }
开发者ID:bpgeck,项目名称:Voxelnauts,代码行数:36,代码来源:AstroFirstPersonControl.cs


示例18: Update

    // Update is called once per frame
    void Update()
    {
        //rotateLeftRight = Input.GetAxis ("Rotate");
        forward = Input.GetAxis ("Vertical") * moveSpeed;
        LRward = Input.GetAxis ("Horizontal") * moveSpeed;
        mouseLR = Input.GetAxis ("Mouse X") * mouseSensitivity;
        mouseUD = Input.GetAxis ("Mouse Y") * mouseSensitivity;

        characterController = GetComponent<CharacterController>();

        if( verticalVelocity > -1 )
            verticalVelocity += Physics.gravity.y * Time.deltaTime / 0.8f;
        Debug.Log (verticalVelocity);
        if ( Input.GetButtonDown("Jump") && characterController.isGrounded) {
            Debug.Log("jump!");
            verticalVelocity = jumpSpeed;

        }
        desiredUpDown -= mouseUD;
        desiredLeftRight -= mouseLR;
        desiredUpDown = Mathf.Clamp (desiredUpDown, -60f, 60f);
        Camera.main.transform.rotation = Quaternion.Euler (desiredUpDown, -desiredLeftRight , 0);
        transform.rotation = Quaternion.Euler (0, -desiredLeftRight , 0);
        //transform.Rotate (0,mouseLR,0);

        Vector3 speed = new Vector3 (LRward, verticalVelocity, forward);  //go forward
        speed = transform.TransformDirection(speed);
        Debug.Log ("Speed:" + speed);
        characterController.Move (speed);
    }
开发者ID:htcHIMA,项目名称:untiy_firstPersonGame,代码行数:31,代码来源:firstParse.cs


示例19: Start

	// Use this for initialization
	void Start () {
    controller = GetComponent<CharacterController>();

    // Animation.
    animator = GetComponent<Animator>();
    animator.Play("Idle");
	}
开发者ID:puzzud,项目名称:Flipper,代码行数:8,代码来源:HeroControl.cs


示例20: Start

 void Start()
 {
     _cc = GetComponent<CharacterController> ();
     arrivalNumber = 0;
     randomStartSpeed = Random.Range (5, 10);
     cruisingSpeed = randomStartSpeed;
 }
开发者ID:TheNorthEestern,项目名称:infinite-road,代码行数:7,代码来源:NpcBehavior.cs



注:本文中的CharacterController类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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上一篇:
C# CharacterController2D类代码示例发布时间:2022-05-24
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C# Character类代码示例发布时间:2022-05-24
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