Autowalk自由行走[Unity C#] 适用情况: #google cardboad #ios
using UnityEngine;
using System.Collections;
public class Autowalk : MonoBehaviour
{
private const int RIGHT_ANGLE = 90;
// This variable determinates if the player will move or not
public bool isWalking = false;
Transform mainCamera = null;
//This is the variable for the player speed
[Tooltip("With this speed the player will move.")]
public float speed;
[Tooltip("Activate this checkbox if the player shall move when the Cardboard trigger is pulled.")]
public bool walkWhenTriggered;
[Tooltip("Activate this checkbox if the player shall move when he looks below the threshold.")]
public bool walkWhenLookDown;
[Tooltip("This has to be an angle from 0° to 90°")]
public double thresholdAngle;
[Tooltip("Activate this Checkbox if you want to freeze the y-coordiante for the player. " +
"For example in the case of you have no collider attached to your CardboardMain-GameObject" +
"and you want to stay in a fixed level.")]
public bool freezeYPosition;
[Tooltip("This is the fixed y-coordinate.")]
public float yOffset;
void Start()
{
mainCamera = Camera.main.transform;
}
void Update()
{
// Walk when the Cardboard Trigger is used
if (walkWhenTriggered && !walkWhenLookDown && !isWalking && Input.GetButtonDown("Fire1"))
{
isWalking = true;
}
else if (walkWhenTriggered && !walkWhenLookDown && isWalking && Input.GetButtonDown("Fire1"))
{
isWalking = false;
}
// Walk when player looks below the threshold angle
if (walkWhenLookDown && !walkWhenTriggered && !isWalking &&
mainCamera.transform.eulerAngles.x >= thresholdAngle &&
mainCamera.transform.eulerAngles.x <= RIGHT_ANGLE)
{
isWalking = true;
}
else if (walkWhenLookDown && !walkWhenTriggered && isWalking &&
(mainCamera.transform.eulerAngles.x <= thresholdAngle ||
mainCamera.transform.eulerAngles.x >= RIGHT_ANGLE))
{
isWalking = false;
}
// Walk when the Cardboard trigger is used and the player looks down below the threshold angle
if (walkWhenLookDown && walkWhenTriggered && !isWalking &&
mainCamera.transform.eulerAngles.x >= thresholdAngle &&
Input.GetButtonDown("Fire1") &&
mainCamera.transform.eulerAngles.x <= RIGHT_ANGLE)
{
isWalking = true;
}
else if (walkWhenLookDown && walkWhenTriggered && isWalking &&
mainCamera.transform.eulerAngles.x >= thresholdAngle &&
(Input.GetButtonDown("Fire1") ||
mainCamera.transform.eulerAngles.x >= RIGHT_ANGLE))
{
isWalking = false;
}
if (isWalking)
{
Vector3 direction = new Vector3(mainCamera.transform.forward.x, 0, mainCamera.transform.forward.z).normalized * speed * Time.deltaTime;
Quaternion rotation = Quaternion.Euler(new Vector3(0, -transform.rotation.eulerAngles.y, 0));
transform.Translate(rotation * direction);
}
if (freezeYPosition)
{
transform.position = new Vector3(transform.position.x, yOffset, transform.position.z);
}
}
}