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velocity.y = -2f; // 地面に着いた場合、速度をリセット + } + + // 入力の取得 + float h = Input.GetAxis("Horizontal"); + float v = Input.GetAxis("Vertical"); + + // ローカル座標をワールド座標に変換して移動方向を計算 + Vector3 moveDirection = transform.TransformDirection(new Vector3(h, 0, v)) * moveSpeed; + + // 重力を加算 + velocity.y += gravity * Time.deltaTime; + + // 移動と重力を一度のcontroller.Moveで処理 + controller.Move((moveDirection + velocity) * Time.deltaTime); + } +} diff --git a/Assets/Scripts/PlayerMove.cs.meta b/Assets/Scripts/PlayerMove.cs.meta new file mode 100644 index 0000000..a21bfad --- /dev/null +++ b/Assets/Scripts/PlayerMove.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3c101f16cf16d4195ba45ae89a7f14d8 \ No newline at end of file diff --git a/Assets/Scripts/PlayerPOV.cs b/Assets/Scripts/PlayerPOV.cs new file mode 100644 index 0000000..2979ba9 --- /dev/null +++ b/Assets/Scripts/PlayerPOV.cs @@ -0,0 +1,37 @@ +using UnityEngine; + +public class PlayerPOV : MonoBehaviour +{ + // パラメータ + public Transform neck; // プレイヤーの首のTransformを指定 + public float sensitivity = 2.0f; // マウス感度(視点の移動の速さを調整) + public float minVertical = -90.0f; // 視点の最小角度(縦の回転制限) + public float maxVertical = 90.0f; // 視点の最大角度(縦の回転制限) + + // 演算用変数 + private float rotationX = 0f; // 縦方向の回転角度(首の回転) + + // ゲーム開始時に呼ばれる + void Start() + { + // カーソルを非表示&ロック + Cursor.lockState = CursorLockMode.Locked; // カーソルを画面中央に固定 + Cursor.visible = false; // カーソルを非表示にする + } + + // 毎フレーム実行される + void Update() + { + // マウス入力の取得 + float mouseX = Input.GetAxis("Mouse X") * sensitivity; // 横のマウス移動量を取得し、感度で調整 + float mouseY = Input.GetAxis("Mouse Y") * sensitivity; // 縦のマウス移動量を取得し、感度で調整 + + // Player(体)の回転(左右) + transform.Rotate(0, mouseX, 0); // プレイヤー(体)の左右の回転をマウスX方向の入力に合わせて行う + + // Neck(首)の回転(上下) + rotationX -= mouseY; // マウスY方向の入力によって縦方向の回転を更新 + rotationX = Mathf.Clamp(rotationX, minVertical, maxVertical); // 回転角度を指定された範囲に制限 + neck.localRotation = Quaternion.Euler(rotationX, 0, 0); // 首の回転を設定。縦方向のみ回転させる + } +} diff --git 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