アニメーションの実装と同期
Playerアニメーション
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
public class PlayerController : MonoBehaviourPunCallbacks
{
public float speed = 6.0f;
public float jumpSpeed = 8.0f;
public float gravity = 20.0f;
private Vector3 moveDirection = Vector3.zero;
private CharacterController controller;
// ★追加(アニメーション)
private Animator animator;
void Start()
{
TryGetComponent(out controller);
// ★追加(アニメーション)
animator = GetComponent<Animator>();
}
void Update()
{
if(photonView.IsMine)
{
if(controller.isGrounded)
{
var h = Input.GetAxis("Horizontal");
var v = Input.GetAxis("Vertical");
moveDirection = new Vector3(h, 0, v).normalized;
// ★追加(アニメーション)
animator.SetFloat("Front", moveDirection.z, 0.1f, Time.deltaTime);
animator.SetFloat("Side", moveDirection.x, 0.1f, Time.deltaTime);
moveDirection = transform.TransformDirection(moveDirection);
moveDirection = moveDirection * speed;
if(Input.GetKeyDown(KeyCode.Space))
{
moveDirection.y = jumpSpeed;
}
}
moveDirection.y = moveDirection.y - (gravity * Time.deltaTime);
controller.Move(moveDirection * Time.deltaTime);
}
}
}
【2020版】BattleOnline(基礎/全34回)
他のコースを見るPlayerアニメーション
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
public class PlayerController : MonoBehaviourPunCallbacks
{
public float speed = 6.0f;
public float jumpSpeed = 8.0f;
public float gravity = 20.0f;
private Vector3 moveDirection = Vector3.zero;
private CharacterController controller;
// ★追加(アニメーション)
private Animator animator;
void Start()
{
TryGetComponent(out controller);
// ★追加(アニメーション)
animator = GetComponent<Animator>();
}
void Update()
{
if(photonView.IsMine)
{
if(controller.isGrounded)
{
var h = Input.GetAxis("Horizontal");
var v = Input.GetAxis("Vertical");
moveDirection = new Vector3(h, 0, v).normalized;
// ★追加(アニメーション)
animator.SetFloat("Front", moveDirection.z, 0.1f, Time.deltaTime);
animator.SetFloat("Side", moveDirection.x, 0.1f, Time.deltaTime);
moveDirection = transform.TransformDirection(moveDirection);
moveDirection = moveDirection * speed;
if(Input.GetKeyDown(KeyCode.Space))
{
moveDirection.y = jumpSpeed;
}
}
moveDirection.y = moveDirection.y - (gravity * Time.deltaTime);
controller.Move(moveDirection * Time.deltaTime);
}
}
}
アニメーションの実装と同期