Game Development Reference
In-Depth Information
float _inAirStartTime;
public bool IsMoveBackward {
get { return _isMoveBack; }
}
public bool IsGrounded {
get { return _characterController.isGrounded; }
}
public bool IsFall {
get { return (_inAirTime > MIN_AIR_TIME); }
}
…
}
Here, we have all the necessary parameters to use in our script. In the first line,
we want to make sure that we have the
CharacterController
and
Animator
components attached when we use this script. Then, we have the
enum
variable,
which we will use to set the state of the animation clip. (The enums are integer
values that start from 0,1,2….) Next, we have the animation speed to control how
fast the character rotation and movement should be.
We have the
GRAVITY
property because we will use it to calculate the
Move()
function in the
CharacterController
class. In the last three functions, we
basically have the
get
function to return if our character is moving backward, on
the ground, or is falling. For the
IsFall()
function, we basically check wheth-
er our character stays in the air longer than
MIN_AIR_TIME
.
3. Next, we will start creating the first function,
Awake()
, using the following code
to get the
_animator
and
_characterController
components:
// Unity JavaScript user:
function Awake () {
_animator = GetComponent.<Animator>();
_characterController =
GetComponent.<CharacterController>();
}
// C# user: