这篇文章给大家介绍使用Unity3D怎么实现人物移动效果,内容非常详细,感兴趣的小伙伴们可以参考借鉴,希望对大家能有所帮助。
下面是“Assets”文件夹里面的资源。
示例一:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class E3_07keyboard : MonoBehaviour
{
//动画数组
private Object[] animUp;
private Object[] animDown;
private Object[] animLeft;
private Object[] animRight;
//地图贴图
private Texture2D map;
//当前人物动画
private Object[] tex;
//人物X坐标
private int x;
//人物Y坐标
private int y;
//帧序列
private int nowFram;
//动画帧的总数
private int mFrameCount;
//限制一秒多少帧
private float fps = 5;
//限制帧的时间
private float time = 0;
void Start()
{
//得到帧动画中的所有图片资源
animUp = Resources.LoadAll("up");
animDown = Resources.LoadAll("down");
animLeft = Resources.LoadAll("left");
animRight = Resources.LoadAll("right");
//得到地图资源
map = (Texture2D)Resources.Load("map/map");
//设置默认动画
tex = animUp;
}
void OnGUI()
{
//绘制贴图
GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), map, ScaleMode.StretchToFill, true, 0);
//绘制帧动画
DrawAnimation(tex, new Rect(x, y, 32, 48));
//点击按钮移动人物
if (Input.GetKey(KeyCode.W))
{
y -= 2;
tex = animUp;
}
if (Input.GetKey(KeyCode.S))
{
y += 2;
tex = animDown;
}
if (Input.GetKey(KeyCode.A))
{
x -= 2;
tex = animLeft;
}
if (Input.GetKey(KeyCode.D))
{
x += 2;
tex = animRight;
}
}
void DrawAnimation(Object[] tex, Rect rect)
{
//绘制当前帧
GUI.DrawTexture(rect, (Texture)tex[nowFram], ScaleMode.StretchToFill, true, 0);
//计算限制帧时间
time += Time.deltaTime;
//超过限制帧则切换图片
if (time >= 1.0 / fps)
{
//帧序列切换
nowFram++;
//限制帧清空
time = 0;
//超过帧动画总数从第0帧开始
if (nowFram >= tex.Length)
{
nowFram = 0;
}
}
}
}
示例二
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class E3_07button : MonoBehaviour
{
//动画数组
private Object[] animUp;
private Object[] animDown;
private Object[] animLeft;
private Object[] animRight;
//地图贴图
private Texture2D map;
//当前人物动画
private Object[] tex;
//人物X坐标
private int x;
//人物Y坐标
private int y;
//帧序列
private int nowFram;
//动画帧的总数
private int mFrameCount;
//限制一秒多少帧
private float fps = 5;
//限制帧的时间
private float time = 0;
void Start()
{
//得到帧动画中的所有图片资源
animUp = Resources.LoadAll("up");
animDown = Resources.LoadAll("down");
animLeft = Resources.LoadAll("left");
animRight = Resources.LoadAll("right");
//得到地图资源
map = (Texture2D)Resources.Load("map/map");
//设置默认动画
tex = animUp;
}
void OnGUI()
{
//绘制贴图
GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), map, ScaleMode.StretchToFill, true, 0);
//绘制帧动画
DrawAnimation(tex, new Rect(x, y, 32, 48));
//点击按钮移动人物
if (GUILayout.RepeatButton("向上"))
{
y -= 2;
tex = animUp;
}
if (GUILayout.RepeatButton("向下"))
{
y += 2;
tex = animDown;
}
if (GUILayout.RepeatButton("向左"))
{
x -= 2;
tex = animLeft;
}
if (GUILayout.RepeatButton("向右"))
{
x += 2;
tex = animRight;
}
}
void DrawAnimation(Object[] tex, Rect rect)
{
//绘制当前帧
GUI.DrawTexture(rect, (Texture)tex[nowFram], ScaleMode.StretchToFill, true, 0);
//计算限制帧时间
time += Time.deltaTime;
//超过限制帧则切换图片
if (time >= 1.0 / fps)
{
//帧序列切换
nowFram++;
//限制帧清空
time = 0;
//超过帧动画总数从第0帧开始
if (nowFram >= tex.Length)
{
nowFram = 0;
}
}
}
}
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