using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerControl : MonoBehaviour
{
public float speed = 5;
private Rigidbody playerRigidbody;
// Use this for initialization
void Start()
{
playerRigidbody = transform.GetComponent<Rigidbody>();
}
void Update()
{
PlayerMove();
Turning();
}
void Turning()
{
// 创建一个物理射线,获取鼠标的坐标
Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition);
// 我这里判断的是射线打击到地面
RaycastHit floorHit;
// 表示只检测第8层
LayerMask floorMask = 1 << 8;
// 如果射线打击到物体,并且物体属于floorMask层
if (Physics.Raycast(camRay, out floorHit, 1000, floorMask))
{
// 获取鼠标点到地面上的点和人物当前坐标之间的向量差
Vector3 playerToMouse = floorHit.point - transform.position;
// 设置差值的y轴的角度为0
playerToMouse.y = 0f;
// 计算角度
Quaternion newRotation = Quaternion.LookRotation(playerToMouse);
// 赋值给人物
playerRigidbody.MoveRotation(newRotation);
///另一种转向角度的获取方式,通过两向量夹角获取,不过不能搭配Rigidbody.MovePosition方法使用会有冲突而产生卡顿
// float roation = Vector3.Angle(Vector3.forward, playerToMouse);
// roation = playerToMouse.x > 0 ? roation : -roation;
// Debug.Log("roation=" + roation + "floorhit=" + floorHit.point);
// transform.eulerAngles=new Vector3(0,roation,0);
}
}
private void PlayerMove()
{
//使用系统预设的w,a,s,d 控制Cube移动
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
Vector3 dir = new Vector3(h, 0, v);
//刚体移动的特点:物体的位置+方向,太快就方向*一个小数,使之慢一点
playerRigidbody.MovePosition(playerRigidbody.position + dir * Time.deltaTime * speed);
}
}