Day 7. 算了,假装我成功假装我有VR头盔好了

其实我有头盔的,只是你们看不见而已。

我HMD Mock, vive input utility, vrtk都大概试过了,大家的document对新手不是很友善呢_(:з」∠)_

这个是我从网上找的code,然後给MainCamera新增以下Component的效果。

我做了两个改动:

  • 把滑鼠移动改成右键按着才移动视角
  • 还有把移动视角跟wasd移动的c#程序码试着拆开来
     
     
     
    FlyCamera.cs
using UnityEngine;
using System.Collections;
 
public class FlyCamera : MonoBehaviour {
 
    /*
    Writen by Windexglow 11-13-10.  Use it, edit it, steal it I don't care.  
    Converted to C# 27-02-13 - no credit wanted.
    Simple flycam I made, since I couldn't find any others made public.  
    Made simple to use (drag and drop, done) for regular keyboard layout  
    wasd : basic movement
    shift : Makes camera accelerate
    space : Moves camera on X and Z axis only.  So camera doesn't gain any height*/
     
     

    float camSens = 0.25f; //How sensitive it with mouse
    private Vector3 lastMouse = new Vector3(255, 255, 255); //kind of in the middle of the screen, rather than at the top (play)

    
    


    void Update () {
      if(Input.GetMouseButton(1)) {
        lastMouse = Input.mousePosition - lastMouse ;
        lastMouse = new Vector3(-lastMouse.y * camSens, lastMouse.x * camSens, 0 );
        lastMouse = new Vector3(transform.eulerAngles.x + lastMouse.x , transform.eulerAngles.y + lastMouse.y, 0);
        transform.eulerAngles = lastMouse;
        lastMouse =  Input.mousePosition;
      }
        
    }
}

Wasd.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class wasd : MonoBehaviour
{
    
    
    float mainSpeed = 100.0f; //regular speed
    float shiftAdd = 250.0f; //multiplied by how long shift is held.  Basically running
    float maxShift = 1000.0f; //Maximum speed when holdin gshift
    private float totalRun= 1.0f;
    

    // Update is called once per frame
    void Update()
    {
        //Mouse  camera angle done.  
       
        //Keyboard commands
        Vector3 p = GetBaseInput();
        if (p.sqrMagnitude > 0){ // only move while a direction key is pressed
          if (Input.GetKey (KeyCode.LeftShift)){
              totalRun += Time.deltaTime;
              p  = p * totalRun * shiftAdd;
              p.x = Mathf.Clamp(p.x, -maxShift, maxShift);
              p.y = Mathf.Clamp(p.y, -maxShift, maxShift);
              p.z = Mathf.Clamp(p.z, -maxShift, maxShift);
          } else {
              totalRun = Mathf.Clamp(totalRun * 0.5f, 1f, 1000f);
              p = p * mainSpeed;
          }
         
          p = p * Time.deltaTime;
          Vector3 newPosition = transform.position;
          if (Input.GetKey(KeyCode.Space)){ //If player wants to move on X and Z axis only
              transform.Translate(p);
              newPosition.x = transform.position.x;
              newPosition.z = transform.position.z;
              transform.position = newPosition;
          } else {
              transform.Translate(p);
          }
        }

    }
    private Vector3 GetBaseInput() { //returns the basic values, if it's 0 than it's not active.
        Vector3 p_Velocity = new Vector3();
        if (Input.GetKey (KeyCode.W)){
            p_Velocity += new Vector3(0, 0 , 1);
        }
        if (Input.GetKey (KeyCode.S)){
            p_Velocity += new Vector3(0, 0, -1);
        }
        if (Input.GetKey (KeyCode.A)){
            p_Velocity += new Vector3(-1, 0, 0);
        }
        if (Input.GetKey (KeyCode.D)){
            p_Velocity += new Vector3(1, 0, 0);
        }
        return p_Velocity;
    }
}

参考:
https://gist.github.com/gunderson/d7f096bd07874f31671306318019d996


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