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using UnityEngine;
using System.Collections;
public class MoveByADSW : MonoBehaviour {
//人物状态
public const int HERO_UP = 0;
public const int HERO_RIGHT = 1;
public const int HERO_DOWN = 2;
public const int HERO_LEFT = 3;
//人物当前行走的方向状态
public int state = 0;
//人物挪动速度
public int moveSpeed = 2;
//初始化常州软件技术培训人物位置
public void Awake()
{
state = HERO_UP;
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
//获取控制的方向, 上下左右,
float KeyVertical = Input.GetAxis("Vertical");
float KeyHorizontal = Input.GetAxis("Horizontal");
Debug.Log("keyVertical" + KeyVertical);
Debug.Log("keyHorizontal" + KeyHorizontal);
if(KeyVertical == -1)
{
setHeroState(HERO_DOWN); //下
}
else if(KeyVertical == 1)
{
setHeroState(HERO_UP); //上
}
if(KeyHorizontal == 1)
{
setHeroState(HERO_RIGHT); //右
}
else if(KeyHorizontal == -1)
{
setHeroState(HERO_LEFT); //左
}
if(KeyVertical == 0 && KeyHorizontal == 0)
{
animation.Play("idle");
}
}
void setHeroState(int newState)
{
//依据常州平台运营当前人物方向与上一次备份的方向计算出模型旋转的角度
int rotateValue = (newState - state) * 90;
Vector3 transformValue = new Vector3();
//播放行走动画
animation.Play("walk");
//模型挪动的位置数值
switch(newState)
{
case HERO_UP:
transformValue = Vector3.forward * Time.deltaTime;
break;
case HERO_DOWN:
transformValue = (-Vector3.forward) * Time.deltaTime;
break;
case HERO_LEFT:
transformValue = Vector3.left * Time.deltaTime;
break;
case HERO_RIGHT:
transformValue = (-Vector3.left) * Time.deltaTime;
break;
}
transform.Rotate(Vector3.up, rotateValue);
//挪动人物
transform.Translate(transformValue * moveSpeed, Space.World);
state = newState;
}
}
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