using System.Collections; using System.Collections.Generic; using UnityEngine; public class Move_control : MonoBehaviour { public Animator animator; public Rigidbody rigid_body; public float speed = 8.0F; private Vector3 moveDirection = Vector3.zero; private CharacterController controller; void Start() { this.controller = GetComponent(); } void Update() { float offset_vertical = Input.GetAxis("Vertical"); float offset_horizontal = Input.GetAxis("Horizontal"); if (offset_vertical == 0 && offset_horizontal == 0) { this.animator.SetBool("is_run", false); this.animator.SetBool("is_idle", true); } else { this.animator.SetBool("is_run", true); this.animator.SetBool("is_idle", false); this.moveDirection = new Vector3(-Input.GetAxis("Horizontal"), 0, -Input.GetAxis("Vertical")); //this.transform.TransformDirection(this.moveDirection.normalized); //this.moveDirection = transform.TransformDirection(this.moveDirection); this.moveDirection *= this.speed; //this.moveDirection.y -= gravity * Time.deltaTime; this.transform.position += this.moveDirection; transform.rotation = Quaternion.LookRotation(this.moveDirection); } if (Input.GetKeyDown(KeyCode.Space)) { this.animator.SetBool("is_jump", true); this.rigid_body.AddForce(Vector3.up*220); } if (Input.GetKeyUp(KeyCode.Space)) { this.animator.SetBool("is_jump", false); } } }