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新建一个cube放在高空 放两个Fps将其中一个FPS2放到cube上,把代码Fly.js放到FPS2上
var speed = 15.0;
var jumpSpeed = 8.0;
var gravity = 20.0;
private var moveDirection = Vector3.zero;
var target:Transform;
private var grounded : boolean = ***e;
function Po(){
var fl=GameObject.Find("FirstPersonController2");
fl.transform.position=Vector3(target.transform.position.x,150,target.transform.position.z);
print(fl.transform.position);
}
function FixedUpdate() {
if (grounded) {
// We are grounded, so recalculate movedirection directly from axes
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
moveDirection = transform.TransformDirection(moveDirection);
moveDirection *= speed;
if (Input.GetButton ("Jump")) {
moveDirection.y = jumpSpeed;
}
}
// Apply gravity
moveDirection.y -= gravity * Time.deltaTime;
// Move the controller
var controller : CharacterController = GetComponent(CharacterController);
var flags = controller.Move(moveDirection * Time.deltaTime);
grounded = (flags & CollisionFlags.CollidedBelow) != 0;
}
行走模式 将walk.js放到地面FPS上
var speed = 11;
var jumpSpeed = 8.0;
var gravity = 20.0;
var target:Transform;
private var moveDirection = Vector3.zero;
private var grounded : boolean = false;
function Po(){
var wak=GameObject.Find("FirstPersonController");
wak.transform.position=Vector3(target.transform.position.x,2.0,target.transform.position.z);
print(wak.transform.position);
}
function FixedUpdate() {
if (grounded) {
// We are grounded, so recalculate movedirection directly from axes
moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
moveDirection = transform.TransformDirection(moveDirection);
moveDirection *= speed;
if (Input.GetButton ("Jump")) {
moveDirection.y = jumpSpeed;
}
}
// Apply gravity
moveDirection.y -= gravity * Time.deltaTime;
// Move the controller
var controller : CharacterController = GetComponent(CharacterController);
var flags = controller.Move(moveDirection * Time.deltaTime);
grounded = (flags & CollisionFlags.CollidedBelow) != 0;
} |
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