采用绝对移动增量的更复杂移动函数。
尝试通过 motion
移动该控制器,此运动将仅受碰撞约束。
它将沿着碰撞体滑动。
CollisionFlags 总结了此 Move 期间发生的碰撞。
该函数未施加任何重力。
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
public float speed = 6.0F;
public float jumpSpeed = 8.0F;
public float gravity = 20.0F;
private Vector3 moveDirection = Vector3.zero;
void Update() {
CharacterController controller = GetComponent<CharacterController>();
if (controller.isGrounded) {
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
moveDirection = transform.TransformDirection(moveDirection);
moveDirection *= speed;
if (Input.GetButton("Jump"))
moveDirection.y = jumpSpeed;
}
moveDirection.y -= gravity * Time.deltaTime;
controller.Move(moveDirection * Time.deltaTime);
}
}