Problem mit der Starrkörper-Rotationsachse des Unity FPS-CharaktersC#

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Anonymous
 Problem mit der Starrkörper-Rotationsachse des Unity FPS-Charakters

Post by Anonymous »

Code: Select all

using System;
using UnityEngine;
using UnityEngine.InputSystem;

public class PlayerControl : MonoBehaviour
{

[SerializeField] Camera p_camera;

[SerializeField] InputActionAsset p_inputMap;

//Input//
InputAction m_lookAction;
InputAction m_moveAction;
InputAction m_jumpAction;

Vector2 moveActions;
Vector2 lookActions;

private Rigidbody rb;

private float xRotation;
private float yRotation;

[SerializeField] float sensitivity;
[SerializeField] float maxSpeed;
[SerializeField] float airAccel;
[SerializeField] float groundAccel;
[SerializeField] float deAccel;
[SerializeField] float jumpForce;
[SerializeField] bool isGround;

private void Awake()
{
rb = GetComponent();

//İmleç ayarları.
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;

//Input maping
m_lookAction = p_inputMap.FindAction("Player/Look");
m_moveAction = p_inputMap.FindAction("Player/Move");
m_jumpAction = p_inputMap.FindAction("Player/Jump");

m_lookAction.Enable();
m_moveAction.Enable();
m_jumpAction.Enable();
}

// Her framede çalışır
void Update()
{
Look();
}

//Her fizik saniyesindi çalışıyor
private void FixedUpdate()
{
Move();
Jump();
}

//Gorund check yapıldığı yer
private void OnTriggerStay(Collider other)
{
isGround = true;
}
private void OnTriggerExit(Collider other)
{
isGround = false;
}

void Look()
{
//Fare inputlarını güncellemem
lookActions = m_lookAction.ReadValue();

//Mouse delta değerleri okuma
float mouseX = lookActions.x * sensitivity * Time.deltaTime;
float mouseY = lookActions.y * sensitivity * Time.deltaTime;

//Mouse yukarı-aşağı
xRotation -= mouseY;
xRotation = Mathf.Clamp(xRotation, -89f, 89f);
//Mouse sağa-sola
yRotation = mouseX;

//Kamerayı çevirme yukarı-aşağı
p_camera.transform.localRotation = Quaternion.Euler(xRotation, 0, 0);
//Karakteri sağa-sola çevirme
transform.Rotate(Vector3.up * mouseX);

}

void Move()
{
// TODO: Bunnyhop,acseleriti,airacseleriti ve deaceleriti ekle.

moveActions = m_moveAction.ReadValue();

float currentAccel = isGround ? groundAccel : airAccel;

Vector3 moveDir = transform.forward * moveActions.y + transform.right * moveActions.x;
Vector3 targetVelocity = moveDir * maxSpeed;

Vector3 currentHorizontalVelocity = new(rb.linearVelocity.x, 0, rb.linearVelocity.z);
Vector3 newHorizontalVelocity = Vector3.MoveTowards(currentHorizontalVelocity, targetVelocity, currentAccel);
Vector3 newHorizontalDeAccel = Vector3.MoveTowards(currentHorizontalVelocity, targetVelocity, deAccel);

float walkSpeed = newHorizontalVelocity.magnitude;
Debug.Log(walkSpeed);

if (moveActions.magnitude > 0)
{
rb.linearVelocity = new Vector3(newHorizontalVelocity.x, rb.linearVelocity.y, newHorizontalVelocity.z);
}
else
{
rb.linearVelocity = new Vector3(newHorizontalDeAccel.x, rb.linearVelocity.y, newHorizontalDeAccel.z);
}
}

void Jump()
{
if (isGround)
{
if (m_jumpAction.IsPressed())
{
rb.linearVelocity = new Vector3(rb.linearVelocity.x, jumpForce, rb.linearVelocity.z);
}
}
}
}
Unerwünschte Drehung: Wenn ich springe oder mich seitwärts bewege, dreht sich das Spielerobjekt von selbst. Wenn ich die Y-Achse in Rigidbody-Einschränkungen sperre, funktioniert mein Maus-Look-Skript nicht mehr richtig.
Ich habe versucht:
Wenn ich die Kamera in Unity auf der Y-Achse einfriere, bewegt sich die Kamera, als ob sie befestigt wäre, und es sieht so aus, als würde sie einen FPS-Einbruch erleben.

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