using System; using UnityEngine;

public class PlayerScript : MonoBehaviour { public Transform follower; private Rigidbody _playerRigidbody; private Vector3 _controlToGoForward = new Vector3(0, 0, 10); private Vector3 _controlToGoLeft = new Vector3(-10, 0, 0); private Vector3 _controlToGoRight = new Vector3(10, 0, 0); private Vector3 _controlToJump = new Vector3(0, 5, 0); private Vector3 _controlToGoBack = new Vector3(0, 0, -10); private bool _isKeySpaceTyped;

public GameObject detectionArea; // 检测区域物体
private bool _isGrounded; // 是否接触地面
private Material _originalMaterial; // 原始材质
public Material redMaterial; // 红色材质

void Start()
{
    _playerRigidbody = GetComponent<Rigidbody>();
    
    detectionArea = GameObject.FindGameObjectWithTag("player"); // 根据标签查找检测区域物体
    _originalMaterial = detectionArea.GetComponent<MeshRenderer>().material;
}

void Update()
{
    bool isKeyRTyped = Input.GetKey(KeyCode.R);
    bool isKeyTTyped = Input.GetKey(KeyCode.T);
    bool isKeyWTyped = Input.GetKey(KeyCode.W);
    bool isKeyATyped = Input.GetKey(KeyCode.A);
    bool isKeySTyped = Input.GetKey(KeyCode.S);
    bool isKeyDTyped = Input.GetKey(KeyCode.D);
    bool isKeyShiftTyped = Input.GetKey(KeyCode.LeftShift);
    float mouseMoveX = Input.GetAxis("Mouse X");
    float mouseMoveY = Input.GetAxis("Mouse Y");
    float mouseCausedMovedPara = 5;
    _isKeySpaceTyped = Input.GetKey(KeyCode.Space);

    if (isKeyWTyped)
    {
        _playerRigidbody.AddForce(_controlToGoForward * Time.deltaTime);
    }
    
    if (isKeyATyped)
    {
        _playerRigidbody.AddForce(_controlToGoLeft * Time.deltaTime);
    }
    
    if (isKeySTyped)
    {
        _playerRigidbody.AddForce(_controlToGoBack * Time.deltaTime);
    }
    
    if (isKeyDTyped)
    {
        _playerRigidbody.AddForce(_controlToGoRight * Time.deltaTime);
    }
    
    if (_isKeySpaceTyped && _isGrounded)
    {
        _playerRigidbody.AddForce(_controlToJump * Time.deltaTime, ForceMode.Impulse);
    }
    
    if (isKeyRTyped)
    {
        transform.position = new Vector3(-20, 68, -30);
    }

    follower.Rotate(-mouseMoveY * mouseCausedMovedPara,  mouseMoveX * mouseCausedMovedPara, 0);
    
    if (isKeyTTyped)
    {
        follower.Rotate(-follower.rotation.x, -follower.rotation.y + 1, -follower.rotation.z);
    }
}

void OnCollisionEnter(Collision collision)
{
    // 如果检测到碰撞对象是地面
    if (collision.gameObject.CompareTag("dirt"))
    {
        _isGrounded = true; // 玩家接触地面
        detectionArea.GetComponent<MeshRenderer>().material = redMaterial; // 将接触面材质设置为红色
    }
}

void OnCollisionExit(Collision collision)
{
    // 如果检测到离开碰撞对象是地面
    if (collision.gameObject.CompareTag("dirt"))
    {
        _isGrounded = false; // 玩家离开地面
        detectionArea.GetComponent<MeshRenderer>().material = _originalMaterial; // 将接触面材质恢复为原始材质
    }
}
改正改代码:using System;using SystemCollections;using SystemCollectionsGeneric;using UnityEngine;public class PlayerScript MonoBehaviour public Transform follower; private Rigidbody _playerRigidbody

原文地址: https://www.cveoy.top/t/topic/hPjq 著作权归作者所有。请勿转载和采集!

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