Game Development Reference
In-Depth Information
public function get IsMoveBackward () : boolean {
return _isMoveBack;
}
public function get IsGrounded () : boolean {
return _characterController.isGrounded;
}
public function get IsFall () : boolean {
return (_inAirTime > MIN_AIR_TIME);
}
// C# user:
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Animator))]
[RequireComponent(typeof(CharacterController))]
public class CharacterControl : MonoBehaviour {
public enum MOTION_STATE
{GROUND,JUMP,FALL,JUMP_HOLD}
const float GRAVITY = 20.0f;
const float MIN_AIR_TIME = 0.15f; // 0.15 sec.
public float rotationSpeed = 1.0f;
public float walkSpeed = 2.0f;
public float runSpeed = 5.0f;
public float jumpSpeed = 8.0f;
Animator _animator;
float _hDirection;
float _vDirection;
Vector3 _moveDirection;
Vector3 _movement;
bool _isMoveBack;
bool _isRun;
bool _isJumping;
MOTION_STATE _motionState;
AnimatorStateInfo _baseCurrentState;
CharacterController _characterController;
float _moveSpeed;
float _verticalSpeed;
float _inAirTime;
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