1.Unity场景

动画状态转化:

角色场景:

2.控制器
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewBehaviourScript1 : MonoBehaviour
{
    //characterController是一个组件,可以控制角色的移动
    private CharacterController controller;
    //animation是一个组件,可以控制角色的动画
    private Animator animator;
    // Start is called before the first frame update
    void Start()
    {
        controller = GetComponent<CharacterController>();
        animator = GetComponent<Animator>();
    }
    // Update is called once per frame
    void Update()
    {
        //获取键盘的输入
        float horizontal = Input.GetAxis("Horizontal");
        float vertical = Input.GetAxis("Vertical");
        Vector3 dir = new Vector3(horizontal, 0, vertical);
        //添加判断是否按下了键盘
        if (dir != Vector3.zero)
        {
            transform.rotation = Quaternion.LookRotation(dir);
            animator.SetBool("isRun", true);
            transform.Translate(Vector3.forward * 2 * Time.deltaTime);
        }
        else
        {
            animator.SetBool("isRun", false);
        }
    }
}3.摄像头
实现第三人称视角追随角色移动:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class camera : MonoBehaviour
{
    public Transform target;
    public float distance = 3.0f;  // distance,与目标物体的距离
    public float height = 3.0f;  // height,与目标物体的高度差
    public float damping = 2.0f; // damping,与目标物体的距离差
    public bool smoothRotation = true;
    public bool followBehind = true;
    public float rotationDamping = 2.0f; // rotation,旋转速度
    // Start is called before the first frame update
    void Start()
    {
    }
    // Update is called once per frame
    void Update()
    {
        Vector3 wantedPosition;
        if (followBehind)
            wantedPosition = target.TransformPoint(0, height, -distance);
        else
            wantedPosition = target.TransformPoint(0, height, distance);
        transform.position = Vector3.Lerp(transform.position, wantedPosition, Time.deltaTime * damping);
        if (smoothRotation)
        {
            Quaternion wantedRotation = Quaternion.LookRotation(target.position - transform.position, target.up);
            transform.rotation = Quaternion.Slerp(transform.rotation, wantedRotation, Time.deltaTime * rotationDamping);
        }
        else transform.LookAt(target, target.up); 
    }
}





