C# Can';我找不到汽车的特征

C# Can';我找不到汽车的特征,c#,unity3d,C#,Unity3d,请帮忙。我正在向标准FPS角色控制器添加run and crouch脚本,并获得以下错误消息:错误CS0246:找不到类型或命名空间名称“CharacterMotor”。是否缺少程序集引用 public class RunAndCrouch : MonoBehaviour { public float walkSpeed = 7; // regular speed public float crchSpeed = 3; // crouching speed public float run

请帮忙。我正在向标准FPS角色控制器添加run and crouch脚本,并获得以下错误消息:错误CS0246:找不到类型或命名空间名称“CharacterMotor”。是否缺少程序集引用

public class RunAndCrouch : MonoBehaviour {

public float walkSpeed = 7; // regular speed
 public float crchSpeed = 3; // crouching speed
 public float runSpeed = 20; // run speed

 private CharacterMotor chMotor;
 private Transform tr;
 private float dist; // distance to ground

 // Use this for initialization
 void Start () 
 {
     chMotor =  GetComponent<CharacterMotor>();
     tr = transform;
     CharacterController ch = GetComponent<CharacterController>();
     dist = ch.height/2; // calculate distance to ground
 }

 // Update is called once per frame
 void FixedUpdate ()
 {
     float vScale = 1.0f;
     float speed = walkSpeed;

     if ((Input.GetKey("left shift") || Input.GetKey("right shift")) &&   chMotor.grounded)
     {
         speed = runSpeed;            
     }

     if (Input.GetKey("c"))
     { // press C to crouch
         vScale = 0.5f;
         speed = crchSpeed; // slow down when crouching
     }

     chMotor.movement.maxForwardSpeed = speed; // set max speed
     float ultScale = tr.localScale.y; // crouch/stand up smoothly 

     Vector3 tmpScale = tr.localScale;
     Vector3 tmpPosition = tr.position;

     tmpScale.y = Mathf.Lerp(tr.localScale.y, vScale, 5 * Time.deltaTime);
     tr.localScale = tmpScale;

     tmpPosition.y += dist * (tr.localScale.y - ultScale); // fix vertical position        
     tr.position = tmpPosition;
 }
公共类RunAndCrouch:MonoBehavior{
公共浮动行走速度=7;//常规速度
公共浮动crchSpeed=3;//蹲下速度
公共浮点运行速度=20;//运行速度
私人特征;电动机;
私有转换tr;
专用浮动距离;//到地面的距离
//用于初始化
无效开始()
{
chMotor=GetComponent();
tr=变换;
CharacterController ch=GetComponent();
dist=ch.height/2;//计算到地面的距离
}
//每帧调用一次更新
无效固定更新()
{
浮动vScale=1.0f;
浮动速度=行走速度;
if((Input.GetKey(“左移”)| | Input.GetKey(“右移”))和&chMotor.grounded)
{
速度=运行速度;
}
if(Input.GetKey(“c”))
{//按C键蹲下
vScale=0.5f;
速度=crchSpeed;//蹲下时减速
}
chMotor.movement.maxForwardSpeed=速度;//设置最大速度
float-ultScale=tr.localScale.y;//平稳地蹲下/站起来
Vector3 tmpScale=tr.localScale;
矢量3 tM位置=tr位置;
tmpScale.y=Mathf.Lerp(tr.localScale.y,vScale,5*Time.deltaTime);
tr.localScale=tmpScale;
tmposition.y+=dist*(tr.localScale.y-ultScale);//固定垂直位置
tr.position=tmposition;
}
}

FPSControllerScript(这是Unity标准资源中的FPS字符)

使用系统;
使用UnityEngine;
使用UnityStandardAssets.CrossPlatformInput;
使用UnityStandardAssets.Utility;
使用Random=UnityEngine.Random;
命名空间UnityStandardAssets.Characters.FirstPerson
{
[RequiredComponent(typeof(CharacterController))]
[所需组件(类型(音频源))]
公共类第一人称控制器:MonoBehavior
{
[连载字段]私人布尔穆正在行走;
[SerializeField]专用浮点m_步行速度;
[SerializeField]专用浮点m_运行速度;
[SerializeField][Range(0f,1f)]私有浮动m_RunstepLenghten;
[SerializeField]专用浮点数跳跃速度;
[SerializeField]私人浮动m_StickToGroundForce;
[SerializeField]专用浮点m_重力倍增管;
[SerializeField]专用滑鼠OK Mu滑鼠OK;
[SerializeField]私人bool m_UseFovKick;
[SerializeField]私有FOVKick m_FOVKick=new FOVKick();
[SerializeField]私有布尔m_UseHeadBob;
[SerializeField]private CurveControl Bob m_HeadBob=新CurveControl Bob();
[SerializeField]专用LerpControlled Bob m_JumpBob=新LerpControlled Bob();
[SerializeField]专用浮点m_步长间隔;
[SerializeField]私有音频剪辑[]m_footsounds;//将从中随机选择的足迹声音数组。
[SerializeField]专用音频剪辑m_JumpSound;//角色离开地面时播放的声音。
[SerializeField]私有音频剪辑m_LandSound;//角色接触地面时播放的声音。
//我的意见
公共浮动推力=2.0F;
私家摄像机;
私人布尔穆跳;
私人浮动汇率;
专用矢量2 m_输入;
私有向量3 m_MoveDir=向量3.0;
私有字符控制器m_字符控制器;
私有碰撞标志m_碰撞标志;
私家学校曾停课;
私人矢量3 m_原始坐标;
私人浮动m_步循环;
私人浮动m_下一步;
私人跳远;
私人音频源m_音频源;
//用于初始化
私有void Start()
{
m_CharacterController=GetComponent();
m_Camera=Camera.main;
m_OriginalCameraPosition=m_Camera.transform.localPosition;
m_FovKick.设置(m_摄像头);
m_HeadBob.设置(m_摄像机,m_步距);
m_阶跃循环=0f;
m_下一步=m_步循环/2f;
m_跳跃=错误;
m_AudioSource=GetComponent();
m_MouseLook.Init(transform,m_Camera.transform);
}
私有void更新()
{
旋转视图();
//需要在此处读取跳转状态,以确保不会遗漏跳转状态
如果(!m_Jump)
{
m_Jump=CrossPlatformInputManager.GetButtonDown(“跳转”);
}
如果(!m_先前接地&&m_CharacterController.isground)
{
start例程(m_JumpBob.DoBobCycle());
PlayLandingSound();
m_MoveDir.y=0f;
m_跳跃=错误;
}
如果(!m_CharacterController.isGrounded&!m_Jumping&m_previously grounded)
{
m_MoveDir.y=0f;
}
m_previouslyground=m_CharacterController.isground;
}
私人虚空PlayLandingSound()
{
m_AudioSource.clip=m_LandSound;
m_AudioSource.Play();
m_下一步=m_步循环+0.5f;
}
私有void FixedUpdate()
{
浮动速度;
GetInput(输出速度);
//始终沿相机向前移动,因为这是相机瞄准的方向
Vector3 desiredMove=transform.forward*m_Input.y+transform.right*m_Input.x;
//获取被触摸曲面的法线以沿其移动
RaycastHitInfo;
物理.SphereCast(transform.position,m_CharacterController.radius,Vector3.down,out hitInfo,
m_
    using System;
    using UnityEngine;
    using UnityStandardAssets.CrossPlatformInput;
    using UnityStandardAssets.Utility;
    using Random = UnityEngine.Random;

    namespace UnityStandardAssets.Characters.FirstPerson
    {
    [RequireComponent(typeof (CharacterController))]
    [RequireComponent(typeof (AudioSource))]
    public class FirstPersonController : MonoBehaviour
    {
        [SerializeField] private bool m_IsWalking;
        [SerializeField] private float m_WalkSpeed;
        [SerializeField] private float m_RunSpeed;
        [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;
        [SerializeField] private float m_JumpSpeed;
        [SerializeField] private float m_StickToGroundForce;
        [SerializeField] private float m_GravityMultiplier;
        [SerializeField] private MouseLook m_MouseLook;
        [SerializeField] private bool m_UseFovKick;
        [SerializeField] private FOVKick m_FovKick = new FOVKick();
        [SerializeField] private bool m_UseHeadBob;
        [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob();
        [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();
        [SerializeField] private float m_StepInterval;
        [SerializeField] private AudioClip[] m_FootstepSounds;    // an array of footstep sounds that will be randomly selected from.
        [SerializeField] private AudioClip m_JumpSound;           // the sound played when character leaves the ground.
        [SerializeField] private AudioClip m_LandSound;           // the sound played when character touches back on ground.

        //MY INPUT

        public float pushPower = 2.0F;
        private Camera m_Camera;
        private bool m_Jump;
        private float m_YRotation;
        private Vector2 m_Input;
        private Vector3 m_MoveDir = Vector3.zero;
        private CharacterController m_CharacterController;
        private CollisionFlags m_CollisionFlags;
        private bool m_PreviouslyGrounded;
        private Vector3 m_OriginalCameraPosition;
        private float m_StepCycle;
        private float m_NextStep;
        private bool m_Jumping;
        private AudioSource m_AudioSource;

        // Use this for initialization
        private void Start()
        {
            m_CharacterController = GetComponent<CharacterController>();
            m_Camera = Camera.main;
            m_OriginalCameraPosition = m_Camera.transform.localPosition;
            m_FovKick.Setup(m_Camera);
            m_HeadBob.Setup(m_Camera, m_StepInterval);
            m_StepCycle = 0f;
            m_NextStep = m_StepCycle/2f;
            m_Jumping = false;
            m_AudioSource = GetComponent<AudioSource>();
            m_MouseLook.Init(transform , m_Camera.transform);
        }



        private void Update()
        {
            RotateView();
            // the jump state needs to read here to make sure it is notmissed

            if (!m_Jump)
            {
                m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
            }

            if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
            {
                StartCoroutine(m_JumpBob.DoBobCycle());
                PlayLandingSound();
                m_MoveDir.y = 0f;
                m_Jumping = false;
            }
            if (!m_CharacterController.isGrounded && !m_Jumping &        m_PreviouslyGrounded)
            {
                m_MoveDir.y = 0f;
            }

            m_PreviouslyGrounded = m_CharacterController.isGrounded;
        }


        private void PlayLandingSound()
        {
            m_AudioSource.clip = m_LandSound;
            m_AudioSource.Play();
            m_NextStep = m_StepCycle + .5f;
        }


        private void FixedUpdate()
        {
            float speed;
            GetInput(out speed);
            // always move along the camera forward as it is the direction that it being aimed at
            Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;

            // get a normal for the surface that is being touched to move along it
            RaycastHit hitInfo;
            Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
                               m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore);
            desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;

            m_MoveDir.x = desiredMove.x*speed;
            m_MoveDir.z = desiredMove.z*speed;


            if (m_CharacterController.isGrounded)
            {
                m_MoveDir.y = -m_StickToGroundForce;

                if (m_Jump)
                {
                    m_MoveDir.y = m_JumpSpeed;
                    PlayJumpSound();
                    m_Jump = false;
                    m_Jumping = true;
                }
            }
            else
            {
                m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
            }
            m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);

            ProgressStepCycle(speed);
            UpdateCameraPosition(speed);

            m_MouseLook.UpdateCursorLock();
        }


        private void PlayJumpSound()
        {
            m_AudioSource.clip = m_JumpSound;
            m_AudioSource.Play();
        }


        private void ProgressStepCycle(float speed)
        {
            if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
            {
                m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
                             Time.fixedDeltaTime;
            }

            if (!(m_StepCycle > m_NextStep))
            {
                return;
            }

            m_NextStep = m_StepCycle + m_StepInterval;

            PlayFootStepAudio();
        }


        private void PlayFootStepAudio()
        {
            if (!m_CharacterController.isGrounded)
            {
                return;
            }
            // pick & play a random footstep sound from the array,
            // excluding sound at index 0
            int n = Random.Range(1, m_FootstepSounds.Length);
            m_AudioSource.clip = m_FootstepSounds[n];
            m_AudioSource.PlayOneShot(m_AudioSource.clip);
            // move picked sound to index 0 so it's not picked next time
            m_FootstepSounds[n] = m_FootstepSounds[0];
            m_FootstepSounds[0] = m_AudioSource.clip;
        }


        private void UpdateCameraPosition(float speed)
        {
            Vector3 newCameraPosition;
            if (!m_UseHeadBob)
            {
                return;
            }
            if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)
            {
                m_Camera.transform.localPosition =
                    m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +
                                      (speed*(m_IsWalking ? 1f : m_RunstepLenghten)));
                newCameraPosition = m_Camera.transform.localPosition;
                newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();
            }
            else
            {
                newCameraPosition = m_Camera.transform.localPosition;
                newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();
            }
            m_Camera.transform.localPosition = newCameraPosition;
        }


        private void GetInput(out float speed)
        {
            // Read input
            float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
            float vertical = CrossPlatformInputManager.GetAxis("Vertical");

            bool waswalking = m_IsWalking;

#if !MOBILE_INPUT
            // On standalone builds, walk/run speed is modified by a key press.
            // keep track of whether or not the character is walking or running
            m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
            // set the desired speed to be walking or running
            speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
            m_Input = new Vector2(horizontal, vertical);

            // normalize input if it exceeds 1 in combined length:
            if (m_Input.sqrMagnitude > 1)
            {
                m_Input.Normalize();
            }

            // handle speed change to give an fov kick
            // only if the player is going to a run, is running and the fovkick is to be used
            if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
            {
                StopAllCoroutines();
                StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
            }
        }


        private void RotateView()
        {
            m_MouseLook.LookRotation (transform, m_Camera.transform);
        }


        private void OnControllerColliderHit(ControllerColliderHit hit)
        {
            Rigidbody body = hit.collider.attachedRigidbody;
            //dont move the rigidbody if the character is on top of it
            //if (m_CollisionFlags == CollisionFlags.Below)
            //{
               // return;
            //}

            if (body == null || body.isKinematic)
            {
                return;
            }
            if(hit.moveDirection.y < -0.3F)
            {
                return;
            }
            Vector3 pushDir = new Vector3(hit.moveDirection.x, 0, hit.moveDirection.z);

            body.velocity = pushDir * pushPower;

            body.AddForceAtPosition(m_CharacterController.velocity*0.1f,   hit.point, ForceMode.Impulse);
        }
    }
}
public class Crouch : MonoBehaviour {

CharacterController characterCollider;


void Start () 
{
    characterCollider = gameObject.GetComponent<CharacterController> ();
}


void Update () 
{
    if (Input.GetKey (KeyCode.C))
    {
        characterCollider.height = 1.0f;
    }
    else
    {
        characterCollider.height =1.8f;
    }

}
private void bool _crouching;

private void Update () 
{ 
    if (Input.GetKeyDown (KeyCode.C)) 
    { 
        _crouching = !_crouching;
        characterCollider.height = _crouching ? 1.0f : 1.8f; 
    } 
}