PUN2を使ったゲームです。下記のボタンからマッチングなしで3人までが参加してマルチプレイ出来ます。一人でも遊べます。スタート時30pointあります。一般車を破壊すると2point減点。救急車やパトカーを破壊すると10point減点。自機が撃たれると10point減点です。ヒーローアクションゲームです。unityのStarter AssetsのThirdPersonControllerを使っています。
ゲーム説明
PC用:キーボードの カーソルキー「→」Numpad6[Keyboard]「←」Numpad4[Keyboard]で左右回転「↑」Numpad8[Keyboard]でダッシュ「↓」Numpad5[Keyboard]で歩行、「Control」「z」で弾を発射、「スペース」「x」でジャンプです
スマホ用:四つの「カーソルボタン」もしくは「カーソルキー」で移動、「FIRE」ボタンもしくは「Control」で弾を発射、「ジャンプ」ボタンでジャンプです
ここで使っているPlayerの移動方法についての説明
ThirdPersonControllerでは、「Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;」のようにX軸とY軸の組み合わせ移動になってます。左右入力でPlayerの向きを変え、画面が回転してPlayerは常に前向きの方が好みにあっているのでThirdPersonController.csを書き換えました。
ポイントはCharacterController.Moveから、扱いが簡単なCharactorController.SimpleMoveに変えている点です。
(1)Unity HubでNew projectを3D Cross-Platform(URP)で作ります。これで、Starter Assetsをインポートした時オブジェクトがピンク色になるのを防げます。
(2)次にアセットストアからStarter Assets – ThirdPersonをダウンロード、インポートします。(3)StarterAssetの中のThirdPersonControllerの中のScenesにあるシーンPlaygroundをシーンにします。この状態で実行するとマウスのドラッグでカメラの視点移動、十字キーで移動、スペースキーでジャンプが出来ます。
(4)HierarchyのMainCameraのチェックを外して無効にします。Hierarchyにカメラを追加してTagをMainCameraにします。
(5)ThirdPersonController.csを下記の様に変更します。
using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
/* Note: animations are called via the controller for both the character and capsule using animator null checks
*/
namespace StarterAssets
{
[RequireComponent(typeof(CharacterController))]
#if ENABLE_INPUT_SYSTEM
[RequireComponent(typeof(PlayerInput))]
#endif
public class ThirdPersonController : MonoBehaviour
{
[Header("Player")]
[Tooltip("Move speed of the character in m/s")]
public float MoveSpeed = 2.0f;
[Tooltip("Sprint speed of the character in m/s")]
public float SprintSpeed = 5.335f;
[Tooltip("How fast the character turns to face movement direction")]
[Range(0.0f, 0.3f)]
public float RotationSmoothTime = 0.12f;
[Tooltip("Acceleration and deceleration")]
public float SpeedChangeRate = 10.0f;
public AudioClip LandingAudioClip;
public AudioClip[] FootstepAudioClips;
[Range(0, 1)] public float FootstepAudioVolume = 0.5f;
[Space(10)]
[Tooltip("The height the player can jump")]
public float JumpHeight = 1.2f;
[Tooltip("The character uses its own gravity value. The engine default is -9.81f")]
public float Gravity = -15.0f;
[Space(10)]
[Tooltip("Time required to pass before being able to jump again. Set to 0f to instantly jump again")]
public float JumpTimeout = 0.50f;
[Tooltip("Time required to pass before entering the fall state. Useful for walking down stairs")]
public float FallTimeout = 0.15f;
[Header("Player Grounded")]
[Tooltip("If the character is grounded or not. Not part of the CharacterController built in grounded check")]
public bool Grounded = true;
[Tooltip("Useful for rough ground")]
public float GroundedOffset = -0.14f;
[Tooltip("The radius of the grounded check. Should match the radius of the CharacterController")]
public float GroundedRadius = 0.28f;
[Tooltip("What layers the character uses as ground")]
public LayerMask GroundLayers;
[Header("Cinemachine")]
[Tooltip("The follow target set in the Cinemachine Virtual Camera that the camera will follow")]
public GameObject CinemachineCameraTarget;
[Tooltip("How far in degrees can you move the camera up")]
public float TopClamp = 70.0f;
[Tooltip("How far in degrees can you move the camera down")]
public float BottomClamp = -30.0f;
[Tooltip("Additional degress to override the camera. Useful for fine tuning camera position when locked")]
public float CameraAngleOverride = 0.0f;
[Tooltip("For locking the camera position on all axis")]
public bool LockCameraPosition = false;
// cinemachine
private float _cinemachineTargetYaw;
private float _cinemachineTargetPitch;
// player
private float _speed;
private float _animationBlend;
private float _targetRotation = 0.0f;
private float _rotationVelocity;
private float _verticalVelocity;
private float _terminalVelocity = 53.0f;
// timeout deltatime
private float _jumpTimeoutDelta;
private float _fallTimeoutDelta;
// animation IDs
private int _animIDSpeed;
private int _animIDGrounded;
private int _animIDJump;
private int _animIDFreeFall;
private int _animIDMotionSpeed;
//これらの変数を追加*********
private Transform cam;
private readonly float baseDistance = 4f;
private float baseCameraHeight = 1f;
private readonly float chaseDamper = 7f;
//***********
#if ENABLE_INPUT_SYSTEM
private PlayerInput _playerInput;
#endif
private Animator _animator;
private CharacterController _controller;
private StarterAssetsInputs _input;
private GameObject _mainCamera;
private const float _threshold = 0.01f;
private bool _hasAnimator;
private bool IsCurrentDeviceMouse
{
get
{
#if ENABLE_INPUT_SYSTEM
return _playerInput.currentControlScheme == "KeyboardMouse";
#else
return false;
#endif
}
}
private void Awake()
{
//元のカメラを抜いてカメラを追加*******
cam = GameObject.FindGameObjectWithTag("MainCamera").transform;
/*// get a reference to our main camera
if (_mainCamera == null)
{
_mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
}*/
//***********
}
private void Start()
{
_cinemachineTargetYaw = CinemachineCameraTarget.transform.rotation.eulerAngles.y;
_hasAnimator = TryGetComponent(out _animator);
_controller = GetComponent<CharacterController>();
_input = GetComponent<StarterAssetsInputs>();
#if ENABLE_INPUT_SYSTEM
_playerInput = GetComponent<PlayerInput>();
#else
Debug.LogError( "Starter Assets package is missing dependencies. Please use Tools/Starter Assets/Reinstall Dependencies to fix it");
#endif
AssignAnimationIDs();
// reset our timeouts on start
_jumpTimeoutDelta = JumpTimeout;
_fallTimeoutDelta = FallTimeout;
}
private void Update()
{
_hasAnimator = TryGetComponent(out _animator);
JumpAndGravity();
GroundedCheck();
Move();
}
//元のカメラのルーチンを抜く*******
/*private void LateUpdate()
{
CameraRotation();
}*/
//***********
private void AssignAnimationIDs()
{
_animIDSpeed = Animator.StringToHash("Speed");
_animIDGrounded = Animator.StringToHash("Grounded");
_animIDJump = Animator.StringToHash("Jump");
_animIDFreeFall = Animator.StringToHash("FreeFall");
_animIDMotionSpeed = Animator.StringToHash("MotionSpeed");
}
private void GroundedCheck()
{
// set sphere position, with offset
Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset,
transform.position.z);
Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers,
QueryTriggerInteraction.Ignore);
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDGrounded, Grounded);
}
}
//元のカメラのルーチンを抜く*******
/*private void CameraRotation()
{
// if there is an input and camera position is not fixed
if (_input.look.sqrMagnitude >= _threshold && !LockCameraPosition)
{
//Don't multiply mouse input by Time.deltaTime;
float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;
_cinemachineTargetYaw += _input.look.x * deltaTimeMultiplier;
_cinemachineTargetPitch += _input.look.y * deltaTimeMultiplier;
}
// clamp our rotations so our values are limited 360 degrees
_cinemachineTargetYaw = ClampAngle(_cinemachineTargetYaw, float.MinValue, float.MaxValue);
_cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
// Cinemachine will follow this target
CinemachineCameraTarget.transform.rotation = Quaternion.Euler(_cinemachineTargetPitch + CameraAngleOverride,
_cinemachineTargetYaw, 0.0f);
}*/
//***********
private void Move()
{
//元のMove()ルーチンを全て抜いてこれに変える**********
if (_input.move.x == 1)
{
transform.Rotate(0, 80 * Time.deltaTime, 0);
_speed = 0.8f;
}
if (_input.move.x == -1)
{
transform.Rotate(0, -80 * Time.deltaTime, 0);
_speed = 0.8f;
}
if (_input.move.y == -1)
{
_speed = MoveSpeed;
}
if (_input.move.y == 1)
{
_speed = SprintSpeed;
}
if (_input.move.x == 0 && _input.move.y == 0)
{
_speed = 0f;
}
_animationBlend = Mathf.Lerp(_animationBlend, _speed, Time.deltaTime * SpeedChangeRate);
Vector3 forward = transform.forward;
_controller.SimpleMove(forward * _speed);
if (_hasAnimator)
{
_animator.SetFloat(_animIDSpeed, _animationBlend);
_animator.SetFloat(_animIDMotionSpeed, 1f);
}
// カメラの位置を設定
var desiredPos = transform.position - transform.forward * baseDistance + Vector3.up * baseCameraHeight;
cam.position = Vector3.Lerp(cam.position, desiredPos, Time.deltaTime * chaseDamper);
// カメラの向きを設定
var direction = transform.position;
direction.y = transform.position.y + 1f;
cam.LookAt(direction);
/*// set target speed based on move speed, sprint speed and if sprint is pressed
float targetSpeed = _input.sprint ? SprintSpeed : MoveSpeed;
// a simplistic acceleration and deceleration designed to be easy to remove, replace, or iterate upon
// note: Vector2's == operator uses approximation so is not floating point error prone, and is cheaper than magnitude
// if there is no input, set the target speed to 0
if (_input.move == Vector2.zero) targetSpeed = 0.0f;
// a reference to the players current horizontal velocity
float currentHorizontalSpeed = new Vector3(_controller.velocity.x, 0.0f, _controller.velocity.z).magnitude;
float speedOffset = 0.1f;
float inputMagnitude = _input.analogMovement ? _input.move.magnitude : 1f;
// accelerate or decelerate to target speed
if (currentHorizontalSpeed < targetSpeed - speedOffset ||
currentHorizontalSpeed > targetSpeed + speedOffset)
{
// creates curved result rather than a linear one giving a more organic speed change
// note T in Lerp is clamped, so we don't need to clamp our speed
_speed = Mathf.Lerp(currentHorizontalSpeed, targetSpeed * inputMagnitude,
Time.deltaTime * SpeedChangeRate);
// round speed to 3 decimal places
_speed = Mathf.Round(_speed * 1000f) / 1000f;
}
else
{
_speed = targetSpeed;
}
_animationBlend = Mathf.Lerp(_animationBlend, targetSpeed, Time.deltaTime * SpeedChangeRate);
if (_animationBlend < 0.01f) _animationBlend = 0f;
// normalise input direction
Vector3 inputDirection = new Vector3(_input.move.x, 0.0f, _input.move.y).normalized;
// note: Vector2's != operator uses approximation so is not floating point error prone, and is cheaper than magnitude
// if there is a move input rotate player when the player is moving
if (_input.move != Vector2.zero)
{
_targetRotation = Mathf.Atan2(inputDirection.x, inputDirection.z) * Mathf.Rad2Deg +
_mainCamera.transform.eulerAngles.y;
float rotation = Mathf.SmoothDampAngle(transform.eulerAngles.y, _targetRotation, ref _rotationVelocity,
RotationSmoothTime);
// rotate to face input direction relative to camera position
transform.rotation = Quaternion.Euler(0.0f, rotation, 0.0f);
}
Vector3 targetDirection = Quaternion.Euler(0.0f, _targetRotation, 0.0f) * Vector3.forward;
// move the player
_controller.Move(targetDirection.normalized * (_speed * Time.deltaTime) +
new Vector3(0.0f, _verticalVelocity, 0.0f) * Time.deltaTime);
// update animator if using character
if (_hasAnimator)
{
_animator.SetFloat(_animIDSpeed, _animationBlend);
_animator.SetFloat(_animIDMotionSpeed, inputMagnitude);
}*/
//***********
}
private void JumpAndGravity()
{
if (Grounded)
{
// reset the fall timeout timer
_fallTimeoutDelta = FallTimeout;
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDJump, false);
_animator.SetBool(_animIDFreeFall, false);
}
// stop our velocity dropping infinitely when grounded
if (_verticalVelocity < 0.0f)
{
_verticalVelocity = -2f;
}
// Jump
if (_input.jump && _jumpTimeoutDelta <= 0.0f)
{
//元のジャンプは_controller.Move()のものなので抜く********
/*// the square root of H * -2 * G = how much velocity needed to reach desired height
_verticalVelocity = Mathf.Sqrt(JumpHeight * -2f * Gravity);*/
_controller.Move(new Vector3(0, 240f, 0) * Time.deltaTime);
_input.jump = false;
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDJump, true);
}
//***********
}
// jump timeout
if (_jumpTimeoutDelta >= 0.0f)
{
_jumpTimeoutDelta -= Time.deltaTime;
}
}
/*else
{
// reset the jump timeout timer
_jumpTimeoutDelta = JumpTimeout;
// fall timeout
if (_fallTimeoutDelta >= 0.0f)
{
_fallTimeoutDelta -= Time.deltaTime;
}
else
{
// update animator if using character
if (_hasAnimator)
{
_animator.SetBool(_animIDFreeFall, true);
}
}
// if we are not grounded, do not jump
_input.jump = false;
}*/
// apply gravity over time if under terminal (multiply by delta time twice to linearly speed up over time)
if (_verticalVelocity < _terminalVelocity)
{
_verticalVelocity += Gravity * Time.deltaTime;
}
}
private static float ClampAngle(float lfAngle, float lfMin, float lfMax)
{
if (lfAngle < -360f) lfAngle += 360f;
if (lfAngle > 360f) lfAngle -= 360f;
return Mathf.Clamp(lfAngle, lfMin, lfMax);
}
private void OnDrawGizmosSelected()
{
Color transparentGreen = new Color(0.0f, 1.0f, 0.0f, 0.35f);
Color transparentRed = new Color(1.0f, 0.0f, 0.0f, 0.35f);
if (Grounded) Gizmos.color = transparentGreen;
else Gizmos.color = transparentRed;
// when selected, draw a gizmo in the position of, and matching radius of, the grounded collider
Gizmos.DrawSphere(
new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z),
GroundedRadius);
}
private void OnFootstep(AnimationEvent animationEvent)
{
if (animationEvent.animatorClipInfo.weight > 0.5f)
{
if (FootstepAudioClips.Length > 0)
{
var index = Random.Range(0, FootstepAudioClips.Length);
AudioSource.PlayClipAtPoint(FootstepAudioClips[index], transform.TransformPoint(_controller.center), FootstepAudioVolume);
}
}
}
private void OnLand(AnimationEvent animationEvent)
{
if (animationEvent.animatorClipInfo.weight > 0.5f)
{
AudioSource.PlayClipAtPoint(LandingAudioClip, transform.TransformPoint(_controller.center), FootstepAudioVolume);
}
}
}
}
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