プレーヤーのステート(状態)を管理する
プレーヤーのステート管理
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace FPS{
public enum PlayerState{
Idle, Walking, Running, Jumping
}
[RequireComponent(typeof(CharacterController), typeof(AudioSource))]
public class PlayerController : MonoBehaviour {
[Range(0.1f, 2f)]
public float walkSpeed = 1.5f;
[Range(0.1f, 10f)]
public float runSpeed = 3.5f;
private CharacterController charaController;
private GameObject FPSCamera;
private Vector3 moveDir = Vector3.zero;
[Range(0.1f, 10f)]
public float gravity = 9.8f;
[Range(1f, 15f)]
public float jumpPower = 10f;
[Range(0.1f, 2f)]
public float crouchHeight = 1f;
[Range(0.1f, 5f)]
public float normalHeight = 2f;
// ★追加
[HideInInspector] // この属性の意味と効果をネットで調べてみよう!
public PlayerState currentPlayerState;
[HideInInspector]
public bool isWalking = false;
[HideInInspector]
public bool isRunning = false;
[HideInInspector]
public bool isCrouching = false;
void Start () {
FPSCamera = GameObject.Find("FPSCamera");
charaController = GetComponent<CharacterController> ();
}
void Update () {
Move ();
Crouch();
// ★追加
PlayerStateManager();
print(currentPlayerState); // 現在のプレーヤーのステート(状態)を目で確認できるようにする。
}
void Move(){
float moveH = Input.GetAxis ("Horizontal");
float moveV = Input.GetAxis ("Vertical");
Vector3 movement = new Vector3 (moveH, 0, moveV);
if (movement.sqrMagnitude > 1) {
movement.Normalize ();
}
Vector3 desiredMove = FPSCamera.transform.forward * movement.z + FPSCamera.transform.right * movement.x;
moveDir.x = desiredMove.x * 5f;
moveDir.z = desiredMove.z * 5f;
if (Input.GetKey (KeyCode.LeftShift)) {
charaController.Move (moveDir * Time.fixedDeltaTime * runSpeed);
// ★追加
isWalking = false;
isRunning = true;
} else {
charaController.Move (moveDir * Time.fixedDeltaTime * walkSpeed);
// ★追加
isWalking = true;
isRunning = false;
}
moveDir.y -= gravity * Time.deltaTime;
if(charaController.isGrounded){
if(Input.GetKeyDown(KeyCode.Space)){
moveDir.y = jumpPower;
}
}
}
void Crouch(){
if (Input.GetKey (KeyCode.LeftCommand)) {
charaController.height = crouchHeight;
// ★追加
isCrouching = true;
} else {
charaController.height = normalHeight;
// ★追加
isCrouching = false;
}
}
// ★追加
// プレーヤーのステート(状態)管理
void PlayerStateManager(){
if (charaController.isGrounded) {
if (charaController.velocity.sqrMagnitude < 0.01f) {
currentPlayerState = PlayerState.Idle; // Idle状態
} else if (isWalking == true && isRunning == false) {
currentPlayerState = PlayerState.Walking; // Walking状態
} else if (charaController.velocity.sqrMagnitude > 0.01f && isWalking == false && isRunning == true) {
currentPlayerState = PlayerState.Running; // Running状態
}
} else {
currentPlayerState = PlayerState.Jumping;
}
}
}
}
EscapeCombat
他のコースを見るプレーヤーのステート管理
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace FPS{
public enum PlayerState{
Idle, Walking, Running, Jumping
}
[RequireComponent(typeof(CharacterController), typeof(AudioSource))]
public class PlayerController : MonoBehaviour {
[Range(0.1f, 2f)]
public float walkSpeed = 1.5f;
[Range(0.1f, 10f)]
public float runSpeed = 3.5f;
private CharacterController charaController;
private GameObject FPSCamera;
private Vector3 moveDir = Vector3.zero;
[Range(0.1f, 10f)]
public float gravity = 9.8f;
[Range(1f, 15f)]
public float jumpPower = 10f;
[Range(0.1f, 2f)]
public float crouchHeight = 1f;
[Range(0.1f, 5f)]
public float normalHeight = 2f;
// ★追加
[HideInInspector] // この属性の意味と効果をネットで調べてみよう!
public PlayerState currentPlayerState;
[HideInInspector]
public bool isWalking = false;
[HideInInspector]
public bool isRunning = false;
[HideInInspector]
public bool isCrouching = false;
void Start () {
FPSCamera = GameObject.Find("FPSCamera");
charaController = GetComponent<CharacterController> ();
}
void Update () {
Move ();
Crouch();
// ★追加
PlayerStateManager();
print(currentPlayerState); // 現在のプレーヤーのステート(状態)を目で確認できるようにする。
}
void Move(){
float moveH = Input.GetAxis ("Horizontal");
float moveV = Input.GetAxis ("Vertical");
Vector3 movement = new Vector3 (moveH, 0, moveV);
if (movement.sqrMagnitude > 1) {
movement.Normalize ();
}
Vector3 desiredMove = FPSCamera.transform.forward * movement.z + FPSCamera.transform.right * movement.x;
moveDir.x = desiredMove.x * 5f;
moveDir.z = desiredMove.z * 5f;
if (Input.GetKey (KeyCode.LeftShift)) {
charaController.Move (moveDir * Time.fixedDeltaTime * runSpeed);
// ★追加
isWalking = false;
isRunning = true;
} else {
charaController.Move (moveDir * Time.fixedDeltaTime * walkSpeed);
// ★追加
isWalking = true;
isRunning = false;
}
moveDir.y -= gravity * Time.deltaTime;
if(charaController.isGrounded){
if(Input.GetKeyDown(KeyCode.Space)){
moveDir.y = jumpPower;
}
}
}
void Crouch(){
if (Input.GetKey (KeyCode.LeftCommand)) {
charaController.height = crouchHeight;
// ★追加
isCrouching = true;
} else {
charaController.height = normalHeight;
// ★追加
isCrouching = false;
}
}
// ★追加
// プレーヤーのステート(状態)管理
void PlayerStateManager(){
if (charaController.isGrounded) {
if (charaController.velocity.sqrMagnitude < 0.01f) {
currentPlayerState = PlayerState.Idle; // Idle状態
} else if (isWalking == true && isRunning == false) {
currentPlayerState = PlayerState.Walking; // Walking状態
} else if (charaController.velocity.sqrMagnitude > 0.01f && isWalking == false && isRunning == true) {
currentPlayerState = PlayerState.Running; // Running状態
}
} else {
currentPlayerState = PlayerState.Jumping;
}
}
}
}
プレーヤーのステート(状態)を管理する