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20 Ervin kérdése:

Nem tudok scriptet bépíteni egy unity projectemhez. Mit Tegyek?

Figyelt kérdés

Ezt irja ki mindig: "cant add script behaviour callbackexecutor. the script needs to derive from monobehaviour"

A scriptet a standard accest csomagbol szetem le.

Mi lehet a probléma?



2020. márc. 19. 12:17
 1/4 A kérdező kommentje:

using System;

using UnityEngine;

using UnityStandardAssets.CrossPlatformInput;

using UnityStandardAssets.Utility;

using Random = UnityEngine.Random;


namespace UnityStandardAssets.Characters.FirstPerson

{

[RequireComponent(typeof (CharacterController))]

[RequireComponent(typeof (AudioSource))]

public class FirstPersonController : MonoBehaviour

{

[SerializeField] private bool m_IsWalking;

[SerializeField] private float m_WalkSpeed;

[SerializeField] private float m_RunSpeed;

[SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;

[SerializeField] private float m_JumpSpeed;

[SerializeField] private float m_StickToGroundForce;

[SerializeField] private float m_GravityMultiplier;

[SerializeField] private MouseLook m_MouseLook;

[SerializeField] private bool m_UseFovKick;

[SerializeField] private FOVKick m_FovKick = new FOVKick();

[SerializeField] private bool m_UseHeadBob;

[SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob();

[SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();

[SerializeField] private float m_StepInterval;

[SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from.

[SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground.

[SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground.


private Camera m_Camera;

private bool m_Jump;

private float m_YRotation;

private Vector2 m_Input;

private Vector3 m_MoveDir = Vector3.zero;

private CharacterController m_CharacterController;

private CollisionFlags m_CollisionFlags;

private bool m_PreviouslyGrounded;

private Vector3 m_OriginalCameraPosition;

private float m_StepCycle;

private float m_NextStep;

private bool m_Jumping;

private AudioSource m_AudioSource;


// Use this for initialization

private void Start()

{

m_CharacterController = GetComponent<CharacterController>();

m_Camera = Camera.main;

m_OriginalCameraPosition = m_Camera.transform.localPosition;

m_FovKick.Setup(m_Camera);

m_HeadBob.Setup(m_Camera, m_StepInterval);

m_StepCycle = 0f;

m_NextStep = m_StepCycle/2f;

m_Jumping = false;

m_AudioSource = GetComponent<AudioSource>();

m_MouseLook.Init(transform , m_Camera.transform);

}



// Update is called once per frame

private void Update()

{

RotateView();

// the jump state needs to read here to make sure it is not missed

if (!m_Jump)

{

m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");

}


if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)

{

StartCoroutine(m_JumpBob.DoBobCycle());

PlayLandingSound();

m_MoveDir.y = 0f;

m_Jumping = false;

}

if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)

{

m_MoveDir.y = 0f;

}


m_PreviouslyGrounded = m_CharacterController.isGrounded;

}



private void PlayLandingSound()

{

m_AudioSource.clip = m_LandSound;

m_AudioSource.Play();

m_NextStep = m_StepCycle + .5f;

}



private void FixedUpdate()

{

float speed;

GetInput(out speed);

// always move along the camera forward as it is the direction that it being aimed at

Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;


// get a normal for the surface that is being touched to move along it

RaycastHit hitInfo;

Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,

m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore);

desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;


m_MoveDir.x = desiredMove.x*speed;

m_MoveDir.z = desiredMove.z*speed;



if (m_CharacterController.isGrounded)

{

m_MoveDir.y = -m_StickToGroundForce;


if (m_Jump)

{

m_MoveDir.y = m_JumpSpeed;

PlayJumpSound();

m_Jump = false;

m_Jumping = true;

}

}

else

{

m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;

}

m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);


ProgressStepCycle(speed);

UpdateCameraPosition(speed);


m_MouseLook.UpdateCursorLock();

}



private void PlayJumpSound()

{

m_AudioSource.clip = m_JumpSound;

m_AudioSource.Play();

}



private void ProgressStepCycle(float speed)

{

if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))

{

m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*

Time.fixedDeltaTime;

}


if (!(m_StepCycle > m_NextStep))

{

return;

}


m_NextStep = m_StepCycle + m_StepInterval;


PlayFootStepAudio();

}



private void PlayFootStepAudio()

{

if (!m_CharacterController.isGrounded)

{

return;

}

// pick & play a random footstep sound from the array,

// excluding sound at index 0

int n = Random.Range(1, m_FootstepSounds.Length);

m_AudioSource.clip = m_FootstepSounds[n];

m_AudioSource.PlayOneShot(m_AudioSource.clip);

// move picked sound to index 0 so it's not picked next time

m_FootstepSounds[n] = m_FootstepSounds[0];

m_FootstepSounds[0] = m_AudioSource.clip;

}



private void UpdateCameraPosition(float speed)

{

Vector3 newCameraPosition;

if (!m_UseHeadBob)

{

return;

}

if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded)

{

m_Camera.transform.localPosition =

m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude +

(speed*(m_IsWalking ? 1f : m_RunstepLenghten)));

newCameraPosition = m_Camera.transform.localPosition;

newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset();

}

else

{

newCameraPosition = m_Camera.transform.localPosition;

newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset();

}

m_Camera.transform.localPosition = newCameraPosition;

}



private void GetInput(out float speed)

{

// Read input

float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");

float vertical = CrossPlatformInputManager.GetAxis("Vertical");


bool waswalking = m_IsWalking;


#if !MOBILE_INPUT

// On standalone builds, walk/run speed is modified by a key press.

// keep track of whether or not the character is walking or running

m_IsWalking = !Input.GetKey(KeyCode.LeftShift);

#endif

// set the desired speed to be walking or running

speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;

m_Input = new Vector2(horizontal, vertical);


// normalize input if it exceeds 1 in combined length:

if (m_Input.sqrMagnitude > 1)

{

m_Input.Normalize();

}


// handle speed change to give an fov kick

// only if the player is going to a run, is running and the fovkick is to be used

if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)

{

StopAllCoroutines();

StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());

}

}



private void RotateView()

{

m_MouseLook.LookRotation (transform, m_Camera.transform);

}



private void OnControllerColliderHit(ControllerColliderHit hit)

{

Rigidbody body = hit.collider.attachedRigidbody;

//dont move the rigidbody if the character is on top of it

if (m_CollisionFlags == CollisionFlags.Below)

{

return;

}


if (body == null || body.isKinematic)

{

return;

}

body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);

}

}

}

2020. márc. 19. 12:18
 2/4 A kérdező kommentje:
Ha igy könnyeb itt a script
2020. márc. 19. 12:19
 3/4 anonim ***** válasza:
2020. márc. 19. 23:50
Hasznos számodra ez a válasz?
 4/4 anonim ***** válasza:
Stackoverflow-al próbálkoztál már? Már mint ott kérdezni?
2020. márc. 19. 23:51
Hasznos számodra ez a válasz?

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