C# 从另一个脚本C调用IEnumerator或变量#
下面是关于电梯开放和士兵控制器的更新代码。我已将IEnumerator设置为public,并根据需要在ElevatorOpen中创建了一个instant,但出现了以下错误: 与“UnityEngine.MonoBehavior.Start例程(System.Collections.IEnumerator)”匹配的最佳重载方法具有一些无效参数 当前上下文中不存在名称“player” 参数C# 从另一个脚本C调用IEnumerator或变量#,c#,unity3d,C#,Unity3d,下面是关于电梯开放和士兵控制器的更新代码。我已将IEnumerator设置为public,并根据需要在ElevatorOpen中创建了一个instant,但出现了以下错误: 与“UnityEngine.MonoBehavior.Start例程(System.Collections.IEnumerator)”匹配的最佳重载方法具有一些无效参数 当前上下文中不存在名称“player” 参数#1'无法将object”表达式转换为类型“System.Collections.IEnumerator” 编辑
#1'无法将
object”表达式转换为类型“System.Collections.IEnumerator”
编辑:
//升降器
using UnityEngine;
using System.Collections;
public class ElevatorOpen : MonoBehaviour
{
private Animator animator;
public AudioClip ElevatorBing;
void Awake ()
{
animator = GetComponent <Animator>();
}
void OnTriggerEnter (Collider other)
{
if (other.gameObject.tag == "Player") {
animator.SetInteger ("Open", 1);
Debug.Log ("HIT");
GetComponent<AudioSource>().PlayOneShot(ElevatorBing);
}
}
void OnTriggerExit (Collider other)
{
if (other.gameObject.tag == "Player") {
animator.SetInteger ("Open", 0);
Debug.Log ("HIT");
SoldierController player = GetComponent<SoldierController>();
StartCoroutine(player.CODazed());
}
}
}
使用UnityEngine;
使用系统集合;
公共电梯开放式:单行为
{
私人动画师;
公共音频剪辑升降机;
无效唤醒()
{
animator=GetComponent();
}
无效对撞机(对撞机其他)
{
如果(other.gameObject.tag==“玩家”){
animator.SetInteger(“打开”,1);
Log(“HIT”);
GetComponent().PlayOneShot(升降器);
}
}
void OnTriggerExit(碰撞器其他)
{
如果(other.gameObject.tag==“玩家”){
animator.SetInteger(“打开”,0);
Log(“HIT”);
SoldierController player=GetComponent();
start例程(player.CODazed());
}
}
}
//士兵控制员
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Rigidbody))]
[RequireComponent(typeof(CapsuleCollider))]
public class SoldierController : MonoBehaviour
{
//Weapon Prefabs
GameObject pistol;
GameObject rifle;
GameObject launcher;
GameObject heavy;
#endregion
#region Initialization
void Start()
{
//set the animator component
animator = GetComponentInChildren<Animator>();
//sets the weight on any additional layers to 1
if (animator.layerCount >= 2)
{
animator.SetLayerWeight(1, 1);
}
//Get the camera
camera = GameObject.FindGameObjectWithTag("MainCamera");
cam = camera.GetComponent<Camera>();
//sets the Weapon to 1 in the animator
weaponType = 1;
StartCoroutine(COSwitchWeapon("Weapon", 1));
}
#endregion
#region Update
void Update()
{
if (isDisabled==true) {
return;
}
else{
x = Input.GetAxisRaw("Horizontal");
//z = Input.GetAxisRaw("Vertical");
inputVec = new Vector3(x, 0, z);
if (animator)
{
CoverUpdate();
JumpingUpdate();
if (!isSwimming) //character can't do any actions while swimming
{
if (Input.GetKeyDown(KeyCode.LeftControl) && canFire && cover != 1 && covering)
{
Fire();
}
if (Input.GetMouseButtonDown(0) && canFire && cover != 1 && covering)
{
Fire();
}
if (Input.GetButton("Fire2") && canAim && aiming)
{
isAiming = true;
}
else
{
isAiming = false;
}
}
}
}
}
#endregion
#region Fixed/Late Updates
void FixedUpdate()
{
CheckForGrounded();
if (!isSwimming) //character is not swimming
{
//gravity
GetComponent<Rigidbody>().AddForce(0, gravity, 0, ForceMode.Acceleration);
if (aircontrol)
AirControl();
//check if we aren't in cover and can move
if (!covered && canMove)
{
if (canPushPull)
{
if (!isPushPulling)
moveSpeed = UpdateMovement(); //if we are not pushpull use normal movement speed
else
moveSpeed = PushPull(); //we are push pulling, use pushpullspeed
}
else
moveSpeed = UpdateMovement();
}
}
else //character is swimming
{
moveSpeed = Swimming();
}
}
void LateUpdate()
{
//Get local velocity of charcter
float velocityXel = transform.InverseTransformDirection(GetComponent<Rigidbody>().velocity).x;
float velocityZel = transform.InverseTransformDirection(GetComponent<Rigidbody>().velocity).z;
//Update animator with movement values
animator.SetFloat("Velocity X", velocityXel / runSpeed);
animator.SetFloat("Velocity Z", velocityZel / runSpeed);
//if we are moving, set our animator
if (moveSpeed > 0)
{
isMoving = true;
animator.SetBool("Moving", true);
}
else
{
isMoving = false;
animator.SetBool("Moving", false);
}
}
#endregion
void RotateTowardsMovementDir()
{
// Rotation
if (inputVec != Vector3.zero && !isAiming)
{
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(inputVec), Time.deltaTime * rotationSpeed);
}
}
#region UpdateMovement
float UpdateMovement()
{
Vector3 motion = inputVec;
if (isGrounded)
{
//reduce input for diagonal movement
motion *= (Mathf.Abs(inputVec.x) == 1 && Mathf.Abs(inputVec.z) == 1) ? .7f : 1;
//apply velocity based on platform speed to prevent sliding
float platformVelocity = platformSpeed.magnitude * .4f;
Vector3 platformAdjust = platformSpeed * platformVelocity;
//set speed by walking / running
if (areWalking)
{
canAim = false;
//check if we are on a platform and if its animated, apply the platform's velocity
if (!platformAnimated)
{
newVelocity = motion * walkSpeed + platformAdjust;
}
else
{
newVelocity = motion * walkSpeed + platformAdjust;
}
}
else
{
//check if we are on a platform and if its animated, apply the platform's velocity
if (!platformAnimated)
{
newVelocity = motion * runSpeed + platformAdjust;
}
else
{
newVelocity = motion * runSpeed + platformSpeed;
}
}
}
else
{
//if we are falling use momentum
newVelocity = GetComponent<Rigidbody>().velocity;
}
// limit velocity to x and z, by maintaining current y velocity:
newVelocity.y = GetComponent<Rigidbody>().velocity.y;
GetComponent<Rigidbody>().velocity = newVelocity;
if (!isAiming)
RotateTowardsMovementDir();
//if the right mouse button is held look at the mouse cursor
if (isAiming)
{
//make character point at mouse
Quaternion targetRotation;
float rotationSpeed = 40f;
Vector3 mousePos = Input.mousePosition;
mousePos = cam.ScreenToWorldPoint(new Vector3(mousePos.x, mousePos.y, cam.transform.position.y - transform.position.y));
targetRotation = Quaternion.LookRotation(mousePos - new Vector3(transform.position.x, 0, transform.position.z));
transform.eulerAngles = Vector3.up * Mathf.MoveTowardsAngle(transform.eulerAngles.y, targetRotation.eulerAngles.y, (rotationSpeed * Time.deltaTime) * rotationSpeed);
}
//calculate the rolling time
rollduration -= rolldamp;
if (rollduration > 0)
{
isRolling = true;
}
else
{
isRolling = false;
}
if (isRolling)
{
Vector3 localforward = transform.TransformDirection(0, 0, 1);
GetComponent<Rigidbody>().velocity = localforward * rollSpeed;
}
//return a movement value for the animator
return inputVec.magnitude;
}
#endregion
#region AirControl
void AirControl()
{
float x = Input.GetAxisRaw("Horizontal");
float z = Input.GetAxisRaw("Vertical");
Vector3 inputVec = new Vector3(x, 0, z);
Vector3 motion = inputVec;
motion *= (Mathf.Abs(inputVec.x) == 1 && Mathf.Abs(inputVec.z) == 1) ? .7f : 1;
//allow some control the air
GetComponent<Rigidbody>().AddForce(motion * inAirSpeed, ForceMode.Acceleration);
//limit the amount of velocity we can achieve
float velocityX = 0;
float velocityZ = 0;
if (GetComponent<Rigidbody>().velocity.x > maxVelocity)
{
velocityX = GetComponent<Rigidbody>().velocity.x - maxVelocity;
if (velocityX < 0)
velocityX = 0;
GetComponent<Rigidbody>().AddForce(new Vector3(-velocityX, 0, 0), ForceMode.Acceleration);
}
if (GetComponent<Rigidbody>().velocity.x < minVelocity)
{
velocityX = GetComponent<Rigidbody>().velocity.x - minVelocity;
if (velocityX > 0)
velocityX = 0;
GetComponent<Rigidbody>().AddForce(new Vector3(-velocityX, 0, 0), ForceMode.Acceleration);
}
if (GetComponent<Rigidbody>().velocity.z > maxVelocity)
{
velocityZ = GetComponent<Rigidbody>().velocity.z - maxVelocity;
if (velocityZ < 0)
velocityZ = 0;
GetComponent<Rigidbody>().AddForce(new Vector3(0, 0, -velocityZ), ForceMode.Acceleration);
}
if (GetComponent<Rigidbody>().velocity.z < minVelocity)
{
velocityZ = GetComponent<Rigidbody>().velocity.z - minVelocity;
if (velocityZ > 0)
velocityZ = 0;
GetComponent<Rigidbody>().AddForce(new Vector3(0, 0, -velocityZ), ForceMode.Acceleration);
}
}
#endregion
#region Swimming
float Swimming()
{
Vector3 motion = inputVec;
motion *= (Mathf.Abs(inputVec.x) == 1 && Mathf.Abs(inputVec.z) == 1) ? .7f : 1;
//movement is using swimSpeed
GetComponent<Rigidbody>().AddForce(motion * swimSpeed, ForceMode.Acceleration);
//limit the amount of velocity we can achieve
float velocityX = 0;
float velocityZ = 0;
if (GetComponent<Rigidbody>().velocity.x > maxVelocity)
{
velocityX = GetComponent<Rigidbody>().velocity.x - maxVelocity;
if (velocityX < 0)
velocityX = 0;
GetComponent<Rigidbody>().AddForce(new Vector3(-velocityX, 0, 0), ForceMode.Acceleration);
}
if (GetComponent<Rigidbody>().velocity.x < minVelocity)
{
velocityX = GetComponent<Rigidbody>().velocity.x - minVelocity;
if (velocityX > 0)
velocityX = 0;
GetComponent<Rigidbody>().AddForce(new Vector3(-velocityX, 0, 0), ForceMode.Acceleration);
}
if (GetComponent<Rigidbody>().velocity.z > maxVelocity)
{
velocityZ = GetComponent<Rigidbody>().velocity.z - maxVelocity;
if (velocityZ < 0)
velocityZ = 0;
GetComponent<Rigidbody>().AddForce(new Vector3(0, 0, -velocityZ), ForceMode.Acceleration);
}
if (GetComponent<Rigidbody>().velocity.z < minVelocity)
{
velocityZ = GetComponent<Rigidbody>().velocity.z - minVelocity;
if (velocityZ > 0)
velocityZ = 0;
GetComponent<Rigidbody>().AddForce(new Vector3(0, 0, -velocityZ), ForceMode.Acceleration);
}
RotateTowardsMovementDir();
//return a movement value for the animator
return inputVec.magnitude;
}
#endregion
#region PushPull
float PushPull()
{
//set bools
canAim = false;
canAbility = false;
canCover = false;
canFire = false;
canGrenade = false;
canItem = false;
canJump = false;
canMelee = false;
canReload = false;
canRoll = false;
canSignal = false;
canwalk = false;
isPushPulling = true;
animator.SetBool("PushPull", true);
Vector3 motion = inputVec;
//reduce input for diagonal movement
motion *= (Mathf.Abs(inputVec.x) == 1 && Mathf.Abs(inputVec.z) == 1) ? .7f : 1;
//movement is using pushpull speed
GetComponent<Rigidbody>().velocity = motion * pushPullSpeed;
//return a movement value for the animator
return inputVec.magnitude;
}
#endregion
#region Grounding
void CheckForGrounded()
{
float distanceToGround;
float threshold = .45f;
RaycastHit hit;
Vector3 offset = new Vector3(0, .4f, 0);
if (Physics.Raycast((transform.position + offset), -Vector3.up, out hit, 100f))
{
distanceToGround = hit.distance;
if (distanceToGround < threshold)
{
isGrounded = true;
//moving platforms
if (hit.transform.tag == "Platform")
{
//get platform script from collided platform
Platform platformScript = hit.transform.GetComponent<Platform>();
//check if the platform is moved with physics or if it is animated and get velocity from it
if (platformScript.animated)
{
platformSpeed = platformScript.velocity;
platformAnimated = true;
}
if (!platformScript.animated)
{
platformSpeed = hit.transform.GetComponent<Rigidbody>().velocity;
}
//get the platform rotation to pass into our character when they are on a platform
platformFacing = hit.transform.rotation;
}
else
{
//if we are not on a platform, reset platform variables
platformSpeed = new Vector3(0, 0, 0);
platformFacing.eulerAngles = new Vector3(0, 0, 0);
Platform platformScript = null;
float platformVelocity = 0f;
}
}
else
{
isGrounded = false;
}
}
}
#endregion
#region Cover
void CoverUpdate()
{
/*
if (covering && !isSwimming)
{
//check if we press cover button
if (Input.GetButtonDown("Cover") && canCover && !covered)
{
//set variables
animator.SetBool("Moving", false);
Input.ResetInputAxes();
isMoving = false;
animator.SetBool("Moving", false);
covered = true;
canReload = true;
canCover = false;
canItem = false;
canMelee = false;
canFire = false;
canItem = false;
canGrenade = false;
canJump = false;
cover = 1;
animator.SetInteger("Cover", 1);
GetComponent<Rigidbody>().velocity = new Vector3(0, 0, 0);
}
else
{
//if we are already in cover and press the cover button, get out of cover
if (Input.GetButtonDown("Cover") && covered == true)
{
//set the animation back to idle
animator.SetInteger("Cover", 3);
//set variables
cover = 0;
covered = false;
canCover = true;
canAbility = true;
canAim = true;
canItem = true;
canGrenade = true;
canFire = true;
}
}
}*/
}
#endregion
#region Jumping
void JumpingUpdate()
{
if (!isSwimming) //if character is not swimming
{
//If the character is on the ground
if (isGrounded)
{
//set the animation back to idle
animator.SetInteger("Jumping", 0);
//set variables
jumped = false;
canJump = true;
isJumping = false;
jumped = false;
doublejumped = false;
canRoll = true;
canCover = true;
canItem = true;
canSignal = true;
canAbility = true;
canAim = true;
//canFire = true;
canMelee = true;
canDoubleJump = false;
falling = false;
//check if we press jump button
if (canJump && Input.GetButtonDown("Jump") && cover != 1)
{
// Apply the current movement to launch velocity
GetComponent<Rigidbody>().velocity += jumpSpeed * Vector3.up;
//set variables
animator.SetTrigger("Jump");
canJump = false;
isJumping = true;
canDoubleJump = true;
jumped = true;
animator.SetInteger("Jumping", 2);
}
}
else
{
//set bools
canDoubleJump = true;
canRoll = false;
canCover = false;
canAbility = false;
canCover = false;
canItem = false;
canMelee = false;
canSignal = false;
canReload = true;
if (!falling && !jumped)
{
//set the animation back to idle
animator.SetInteger("Jumping", 2);
falling = true;
}
//if double jumping is allowed and jump is pressed, do a double jump
if (canDoubleJump && doublejumping && Input.GetButtonDown("Jump") && doublejumped != true && doublejumping)
{
// Apply the current movement to launch velocity
GetComponent<Rigidbody>().velocity += doublejumpSpeed * Vector3.up;
//set the animation to double jump
animator.SetInteger("Jumping", 3);
//set variables
canJump = false;
doublejumped = true;
isJumping = true;
falling = false;
jumped = false;
}
}
}
else //characer is swimming
{
//check if we press jump button
if (canSwim && Input.GetButtonDown("Jump"))
{
if (x != 0 || z != 0) //if the character movement input is not 0, swim in facing direction
{
// Apply the current movement to launch velocity
GetComponent<Rigidbody>().velocity += swimBurstSpeed * transform.forward;
animator.SetTrigger("SwimBurst");
}
else //we are not trying to move the character, jump up
{
// Apply the current movement to launch velocity
GetComponent<Rigidbody>().velocity = jumpSpeed * Vector3.up;
//set variables
animator.SetTrigger("Jump");
canJump = false;
isJumping = true;
canDoubleJump = true;
jumped = true;
animator.SetInteger("Jumping", 2);
}
}
}
}
#endregion
#region Misc Methods
void Rolling()
{
StartCoroutine(COPlayOneShot("Rolling"));
covered = false;
canCover = false;
cover = 0;
animator.SetInteger("Cover", 0);
isRolling = true;
}
void Fire()
{
StartCoroutine(COPlayOneShot("Fire"));
(Instantiate(bulletPrefab, gunPoint.position, transform.root.rotation) as GameObject).GetComponent<BulletController>().damage = 20;
StartCoroutine(WeaponCooldown());
GetComponent<AudioSource>().PlayOneShot(gunShotSound);
}
IEnumerator WeaponCooldown()
{
canFire = false;
yield return new WaitForSeconds(0.1f);
canFire = true;
}
void Ability()
{
StartCoroutine(COPlayOneShot("Ability"));
}
void Item()
{
StartCoroutine(COPlayOneShot("Item"));
}
void Grenade()
{
StartCoroutine(COGrenade());
isGrenading = true;
}
void Reload()
{
StartCoroutine(COReload(weaponType));
isReloading = true;
}
void Signal()
{
StartCoroutine(COPlayOneShot("Signal"));
}
void Melee()
{
StartCoroutine(COMelee());
isMelee = true;
}
void Pain()
{
StartCoroutine(COPlayOneShot("Pain"));
}
//plays a random death# animation between 1-3
void Death()
{
//stop character movement
animator.SetBool("Moving", true);
Input.ResetInputAxes();
isMoving = false;
int deathnumber = 5;
animator.SetInteger("Death", deathnumber);
}
#endregion
#region CORoutines
//function to play a one shot animation
public IEnumerator COPlayOneShot(string paramName)
{
animator.SetBool(paramName, true);
yield return null;
animator.SetBool(paramName, false);
}
//function to switch weapons
public IEnumerator COSwitchWeapon(string weaponname, int weaponnumber)
{
//sets Weapon to 0 first to reset
animator.SetInteger(weaponname, 0);
yield return null;
yield return null;
animator.SetInteger(weaponname, weaponnumber);
}
//function to reload
public IEnumerator COReload(int weapon)
{
//sets Weapon to 0 first to reset
animator.SetBool("Reload", true);
yield return null;
animator.SetBool("Reload", false);
float wait = 0;
if (weaponType == 1 || weaponType == 2)
{
wait = 1.85f;
}
if (weaponType == 3 || weaponType == 4)
{
wait = 3f;
}
yield return new WaitForSeconds(wait);
isReloading = false;
}
//function to grenade
IEnumerator COGrenade()
{
//sets Weapon to 0 first to reset
animator.SetBool("Grenade", true);
yield return null;
animator.SetBool("Grenade", false);
yield return new WaitForSeconds(1);
isGrenading = false;
}
//function to Melee
IEnumerator COMelee()
{
GetComponent<Rigidbody>().velocity = new Vector3(0, 0, 0);
canMove = false;
isMoving = false;
animator.SetTrigger("Melee");
yield return new WaitForSeconds(.7f);
isMelee = false;
canMove = true;
}
IEnumerator COKnockback()
{
StartCoroutine(COPlayOneShot("Knockback"));
return null;
}
public IEnumerator CODazed()
{
StartCoroutine(COPlayOneShot("Dazed"));
canMove = false;
GetComponent<Rigidbody>().velocity = new Vector3(0, 0, 0);
yield return new WaitForSeconds(1.6f);
GetComponent<Rigidbody>().velocity = new Vector3(0, 0, 0);
canMove = true;
}
#endregion
#region WeaponSwitching
void WeaponSwitch()
{
weaponType++;
if (weaponType == 1)
{
//enables pistol, disables other weapons
pistol.SetActive(true);
rifle.SetActive(false);
launcher.SetActive(false);
heavy.SetActive(false);
StartCoroutine(COSwitchWeapon("Weapon", 1));
}
if (weaponType == 2)
{
//enables rifle, disables other weapons
pistol.SetActive(false);
rifle.SetActive(true);
launcher.SetActive(false);
heavy.SetActive(false);
StartCoroutine(COSwitchWeapon("Weapon", 2));
}
if (weaponType == 3)
{
//enables launcher, disables other weapons
pistol.SetActive(false);
rifle.SetActive(false);
launcher.SetActive(true);
heavy.SetActive(false);
StartCoroutine(COSwitchWeapon("Weapon", 3));
}
if (weaponType == 4)
{
//enables heavy, disables other weapons
pistol.SetActive(false);
rifle.SetActive(false);
launcher.SetActive(false);
heavy.SetActive(true);
StartCoroutine(COSwitchWeapon("Weapon", 4));
}
if (weaponType == 5)
{
//enables pistol, disables other weapons
pistol.SetActive(true);
rifle.SetActive(false);
launcher.SetActive(false);
heavy.SetActive(false);
StartCoroutine(COSwitchWeapon("Weapon", 1));
weaponType = 1;
}
}
#endregion
}
使用UnityEngine;
使用系统集合;
[RequiredComponent(类型)(刚体))]
[所需组件(胶囊准直器类型))]
公共级士兵控制器:单行为
{
//武器预制件
游戏物体手枪;
游戏物体步枪;
游戏物体发射器;
游戏物体重;
#端区
#区域初始化
void Start()
{
//设置动画组件
animator=getComponentChildren();
//将任何其他图层上的权重设置为1
如果(animator.layerCount>=2)
{
动画师:设置图层权重(1,1);
}
//拿照相机
camera=GameObject.FindGameObjectWithTag(“主摄像头”);
cam=camera.GetComponent();
//在animator中将武器设置为1
weaponType=1;
开始例行程序(Coswitch武器(“武器”),1);
}
#端区
#地区更新
无效更新()
{
如果(isDisabled==true){
回来
}
否则{
x=Input.GetAxisRaw(“水平”);
//z=Input.GetAxisRaw(“垂直”);
inputVec=新矢量3(x,0,z);
如果(动画师)
{
CoverUpdate();
跳转更新();
if(!isSwimming)//角色在游泳时不能做任何动作
{
if(Input.GetKeyDown(KeyCode.LeftControl)&&canFire&&cover!=1&&cover)
{
火();
}
if(Input.GetMouseButtonDown(0)&&canFire&&cover!=1&&cover)
{
火();
}
if(Input.GetButton(“Fire2”)&&canAim&&aiming)
{
isAiming=true;
}
其他的
{
isAiming=假;
}
}
}
}
}
#端区
#区域已修复/延迟更新
void FixedUpdate()
{
检查四舍五入();
如果(!isSwimming)//角色未游泳
{
//重力
GetComponent().AddForce(0,重力,0,力模式,加速度);
if(空气控制)
空气控制();
//检查我们是否不在掩护下,可以移动
如果(!已覆盖和可移动)
{
if(可推拉)
{
如果(!ispushpull)
moveSpeed=UpdateMovement();//如果我们不是pushpull,请使用正常移动速度
其他的
moveSpeed=PushPull();//我们是推拉,使用pushpullspeed
}
其他的
moveSpeed=UpdateMovement();
}
}
否则,我的角色就是游泳
{
移动速度=游泳();
}
}
void LateUpdate()
{
//获取字符的局部速度
float velocityXel=transform.InverseTransformDirection(GetComponent().velocity).x;
float velocityZel=transform.InverseTransformDirection(GetComponent().velocity).z;
//使用运动值更新animator
animator.SetFloat(“速度X”,velocityXel/runSpeed);
设置浮点(“速度Z”,velocityZel/runSpeed);
//如果我们正在移动,请设置我们的动画师
如果(移动速度>0)
{
isMoving=真;
动画师.SetBool(“移动”,真);
}
其他的
{
isMoving=假;
animator.SetBool(“移动”,false);
}
}
#端区
void RotateTowardsMovementDir()
{
//轮换
如果(inputVec!=Vector3.zero&&!isAiming)
{
transform.rotation=Quaternion.Slerp(transform.rotation,Quaternion.LookRotation(inputVec),Time.deltaTime*rotationSpeed);
}
}
#区域更新移动
float UpdateMovement()
{
向量3运动=输入向量;
如果(接地)
{
//减少对角线运动的输入
运动*=(数学Abs(inputVec.x)==1&&Mathf.Abs(inputVec.z)==1)?.7f:1;
//基于平台速度应用速度以防止滑动
浮动平台速度=平台速度.幅值*.4f;
Vector3平台调整=平台速度*平台速度;
//通过步行/跑步来设定速度
如果(正在行走)
{
canAim=假;
//检查我们是否在平台上,如果平台已设置动画,则应用平台的速度
如果(!平台化)
{
newVelocity=运动*步行速度+平台
SoldierController player = GetComponent<SoldierController>();
StartCoroutine(player.CODazed());
public IEnumerator CODazed()
canMove should be public. (same as above)
public bool canMove = false;
public IEnumerator CODazed()