這是Unity的教學項目Ceator Kit:FPS,可以通過UnityHub進行下載。
項目截圖:
using System;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
[System.Serializable]//序列化
public class AmmoInventoryEntry
{
[AmmoType]
public int ammoType;//子彈類型
public int amount = 0;//子彈數量
}
public class Controller : MonoBehaviour
{
//Urg that's ugly, maybe find a better way
public static Controller Instance { get; protected set; }//單例模式
public Camera MainCamera;//主相機
public Camera WeaponCamera;//武器相機
public Transform CameraPosition;//相機位置
public Transform WeaponPosition;//武器位置
public Weapon[] startingWeapons;//開始的武器種類
//this is only use at start, allow to grant ammo in the inspector. m_AmmoInventory is used during gameplay
public AmmoInventoryEntry[] startingAmmo;//開始的彈藥數量
[Header("Control Settings")]//隱藏
public float MouseSensitivity = 100.0f;//鼠標靈敏度
public float PlayerSpeed = 5.0f;//玩家速度
public float RunningSpeed = 7.0f;//奔跑速度
public float JumpSpeed = 5.0f;//跳躍速度
[Header("Audio")]
public RandomPlayer FootstepPlayer;//玩家音效控制
public AudioClip JumpingAudioCLip;//跳躍音效
public AudioClip LandingAudioClip;//走路音效
float m_VerticalSpeed = 0.0f;//垂直速度
bool m_IsPaused = false;//是否按下
int m_CurrentWeapon;//當前武器
float m_VerticalAngle, m_HorizontalAngle;//垂直角度,水平角度
public float Speed { get; private set; } = 0.0f;//速度
public bool LockControl { get; set; }//鎖定控制,就沒法操作
public bool CanPause { get; set; } = true;//可以按下
public bool Grounded => m_Grounded;//是否在地面上 =>goes to
CharacterController m_CharacterController;//玩家控制器
bool m_Grounded;
float m_GroundedTimer;//地面記錄時間
float m_SpeedAtJump = 0.0f;//在跳躍時的速度
List<Weapon> m_Weapons = new List<Weapon>();//當前的武器列表
Dictionary<int, int> m_AmmoInventory = new Dictionary<int, int>();//彈夾/剩餘彈藥數量
void Awake()
{
Instance = this;
}
void Start()
{
Cursor.lockState = CursorLockMode.Locked;//屏幕鎖定
Cursor.visible = false;//隱藏硬件指針
m_IsPaused = false;//初始化爲沒有按鍵按下
m_Grounded = true;//初始化爲在地面上
MainCamera.transform.SetParent(CameraPosition, false);//主相機設置到相機位置子物體下,不使用世界座標
MainCamera.transform.localPosition = Vector3.zero;//初始化到父物體座標原點
MainCamera.transform.localRotation = Quaternion.identity;//初始化相機角度爲默認
m_CharacterController = GetComponent<CharacterController>();//初始化角色控制器爲當前物體的角色控制器
for (int i = 0; i < startingWeapons.Length; ++i)//遍歷開始的武器
{
PickupWeapon(startingWeapons[i]);
}
for (int i = 0; i < startingAmmo.Length; ++i)//設置初始的彈藥量
{
ChangeAmmo(startingAmmo[i].ammoType, startingAmmo[i].amount);
}
m_CurrentWeapon = -1;//初始化當前武器爲沒有
ChangeWeapon(0);//設置當前武器爲0號武器
for (int i = 0; i < startingAmmo.Length; ++i)//裝載當前的彈藥量
{
m_AmmoInventory[startingAmmo[i].ammoType] = startingAmmo[i].amount;
}
m_VerticalAngle = 0.0f;//初始垂直角度爲0
m_HorizontalAngle = transform.localEulerAngles.y;//水平角度爲當前物體歐拉角的y值
}
void Update()
{
if (CanPause && Input.GetButtonDown("Menu"))//按下菜單鍵,就先顯示菜單
{
PauseMenu.Instance.Display();
}
FullscreenMap.Instance.gameObject.SetActive(Input.GetButton("Map")); //大地圖顯示由Map鍵控制
bool wasGrounded = m_Grounded;//判斷過去一次刷新中玩家是否在地面上
bool loosedGrounding = false;//不在地面
//we define our own grounded and not use the Character controller one as the character controller can flicker
//between grounded/not grounded on small step and the like. So we actually make the controller "not grounded" only
//if the character controller reported not being grounded for at least .5 second;
//我們定義自己的接地,不使用角色控制器,因爲角色控制器會閃爍
//在接地/不接地小臺階等之間。所以我們實際上只讓控制器“不接地”
//如果角色控制器報告至少0.5秒沒有接地;
if (!m_CharacterController.isGrounded)//角色控制器的不在地面
{
if (m_Grounded)//當前狀態在地上
{
m_GroundedTimer += Time.deltaTime;//計算在空中上的時間
if (m_GroundedTimer >= 0.5f)
{
loosedGrounding = true;//設置當前狀態是在空中
m_Grounded = false;
}
}
}
else
{
m_GroundedTimer = 0.0f;
m_Grounded = true;
}
Speed = 0;
Vector3 move = Vector3.zero;
if (!m_IsPaused && !LockControl)//沒有按下按鈕,並且沒有鎖定控制
{
// Jump (we do it first as
if (m_Grounded && Input.GetButtonDown("Jump"))//在地上並且按下Jump鍵
{
m_VerticalSpeed = JumpSpeed;//垂直速度升級爲5
m_Grounded = false;//沒在地上
loosedGrounding = true;//在空中
FootstepPlayer.PlayClip(JumpingAudioCLip, 0.8f,1.1f);//播放音效
}
//判斷是否在奔跑中,如果當前武器的狀態等於等待,而且按下了奔跑鍵
bool running = m_Weapons[m_CurrentWeapon].CurrentState == Weapon.WeaponState.Idle && Input.GetButton("Run");
float actualSpeed = running ? RunningSpeed : PlayerSpeed;//設置當前的實際速度,
if (loosedGrounding)//在空中也會到受到是否在奔跑的影響
{
m_SpeedAtJump = actualSpeed;
}
// Move around with WASD
move = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxisRaw("Vertical"));//控制移動向量
if (move.sqrMagnitude > 1.0f)//當前移動向量平方長度大於1,就歸一化,禁止其大於1
move.Normalize();
float usedSpeed = m_Grounded ? actualSpeed : m_SpeedAtJump;//當前使用的速度,在地上就使用實際速度,在空中就是用跳躍速度
move = move * usedSpeed * Time.deltaTime;//移動向量
move = transform.TransformDirection(move);//將移動向量轉爲世界座標軸
m_CharacterController.Move(move);//開始移動
// Turn player
float turnPlayer = Input.GetAxis("Mouse X") * MouseSensitivity;//靈敏度控制,並獲取他的鼠標當前X軸翻轉的角度,也就是偏航角
m_HorizontalAngle = m_HorizontalAngle + turnPlayer;//獲取到當前的角度
//控制其橫向角度在0到360之間
if (m_HorizontalAngle > 360) m_HorizontalAngle -= 360.0f;
if (m_HorizontalAngle < 0) m_HorizontalAngle += 360.0f;
Vector3 currentAngles = transform.localEulerAngles;//獲取到當前的角度
currentAngles.y = m_HorizontalAngle;//將y軸旋轉度數設置爲當前鼠標的實際旋轉角度
transform.localEulerAngles = currentAngles;//
// Camera look up/down
var turnCam = -Input.GetAxis("Mouse Y");//控制鏡頭上下的
turnCam = turnCam * MouseSensitivity;
m_VerticalAngle = Mathf.Clamp(turnCam + m_VerticalAngle, -89.0f, 89.0f);//將值限定在-89到89度之間,防止出現
currentAngles = CameraPosition.transform.localEulerAngles;
currentAngles.x = m_VerticalAngle;
CameraPosition.transform.localEulerAngles = currentAngles;
//判斷當前武器是否開火
m_Weapons[m_CurrentWeapon].triggerDown = Input.GetMouseButton(0);
Speed = move.magnitude / (PlayerSpeed * Time.deltaTime);
if (Input.GetButton("Reload"))//重新加載
m_Weapons[m_CurrentWeapon].Reload();
if (Input.GetAxis("Mouse ScrollWheel") < 0)//就是鼠標中鍵滑動控制武器
{
ChangeWeapon(m_CurrentWeapon - 1);
}
else if (Input.GetAxis("Mouse ScrollWheel") > 0)
{
ChangeWeapon(m_CurrentWeapon + 1);
}
//Key input to change weapon
for (int i = 0; i < 10; ++i)//數字鍵快速切換當前武器
{
if (Input.GetKeyDown(KeyCode.Alpha0 + i))
{
int num = 0;
if (i == 0)
num = 10;
else
num = i - 1;
if (num < m_Weapons.Count)
{
ChangeWeapon(num);
}
}
}
}
// Fall down / gravity
m_VerticalSpeed = m_VerticalSpeed - 10.0f * Time.deltaTime;//計算當前重力
if (m_VerticalSpeed < -10.0f)//最大重力爲-10
m_VerticalSpeed = -10.0f; // max fall speed
var verticalMove = new Vector3(0, m_VerticalSpeed * Time.deltaTime, 0);
var flag = m_CharacterController.Move(verticalMove);//施加重力
if ((flag & CollisionFlags.Below) != 0)//到地面了
m_VerticalSpeed = 0;
if (!wasGrounded && m_Grounded)//落地時播放音效
{
FootstepPlayer.PlayClip(LandingAudioClip, 0.8f,1.1f);
}
}
public void DisplayCursor(bool display)//是否隱藏鼠標
{
m_IsPaused = display;
Cursor.lockState = display ? CursorLockMode.None : CursorLockMode.Locked;
Cursor.visible = display;
}
void PickupWeapon(Weapon prefab)//拾撿武器
{
//TODO : maybe find a better way than comparing name...
if (m_Weapons.Exists(weapon => weapon.name == prefab.name))//以及有了該武器
{//if we already have that weapon, grant a clip size of the ammo type instead
ChangeAmmo(prefab.ammoType, prefab.clipSize);//就刷新彈藥量
}
else//否則就創建一把新的武器
{
var w = Instantiate(prefab, WeaponPosition, false);
w.name = prefab.name;
w.transform.localPosition = Vector3.zero;
w.transform.localRotation = Quaternion.identity;
w.gameObject.SetActive(false);//不顯示
w.PickedUp(this);//將這個武器的歸屬權給予玩家
m_Weapons.Add(w);//武器列表增加
}
}
void ChangeWeapon(int number)//根據索引值改變武器
{
if (m_CurrentWeapon != -1)
{
m_Weapons[m_CurrentWeapon].PutAway();//初始化
m_Weapons[m_CurrentWeapon].gameObject.SetActive(false);//設置爲不可見
}
m_CurrentWeapon = number;//設置當前武器
//控制其不會超出範圍
if (m_CurrentWeapon < 0)
m_CurrentWeapon = m_Weapons.Count - 1;
else if (m_CurrentWeapon >= m_Weapons.Count)
m_CurrentWeapon = 0;
//顯示武器
m_Weapons[m_CurrentWeapon].gameObject.SetActive(true);
m_Weapons[m_CurrentWeapon].Selected();//設置當前武器已被選擇
}
public int GetAmmo(int ammoType)//獲取彈藥量
{
int value = 0;
m_AmmoInventory.TryGetValue(ammoType, out value);//從玩家的彈藥倉庫裏面去獲取該武器的總彈藥量
return value;
}
public void ChangeAmmo(int ammoType, int amount)//改變彈藥數量,通過彈藥類型和數量
{
if (!m_AmmoInventory.ContainsKey(ammoType))//判斷是否有這個類型的彈藥
m_AmmoInventory[ammoType] = 0;
var previous = m_AmmoInventory[ammoType];
m_AmmoInventory[ammoType] = Mathf.Clamp(m_AmmoInventory[ammoType] + amount, 0, 999);//限制最小量與最大量
if (m_Weapons[m_CurrentWeapon].ammoType == ammoType)
{
if (previous == 0 && amount > 0)//如果倉庫中沒有彈藥了,卻要切換,就隱藏該武器
{//we just grabbed ammo for a weapon that add non left, so it's disabled right now. Reselect it.
m_Weapons[m_CurrentWeapon].Selected();//判斷當前武器的狀態
}
WeaponInfoUI.Instance.UpdateAmmoAmount(GetAmmo(ammoType));//刷新彈藥量
}
}
public void PlayFootstep()//播放音效
{
FootstepPlayer.PlayRandom();
}
}