feat(EnemyBaseMove): 添加重力系统和物理材质优化

- 添加重力加速度变量和垂直速度控制
- 实现applyGravity()和getVerticalVelocity()方法处理垂直运动
- 在Attack状态和静止时应用重力效果
- 为CharacterController添加新的物理材质引用
- 调整CharacterController中心位置从(0,0,0)到(0,1,0)
- 在场景中禁用根动作应用以配合自定义移动系统
```
This commit is contained in:
huadexuan committed 2026-08-19 10:53:56 +08:00
1 parent cdae901b96
commit b80d31101c
2 files changed
+50 -16

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+19 -14
View File
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debug:
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dynamicFriction: 0.6
staticFriction: 0.6
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frictionCombine: 0
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@@ -1455,7 +1448,7 @@ CharacterController:
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@@ -1473,7 +1466,7 @@ CharacterController:
m_StepOffset: 0.3
m_SkinWidth: 0.08
m_MinMoveDistance: 0.001
m_Center: {x: 0, y: 0, z: 0}
m_Center: {x: 0, y: 1, z: 0}
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+31 -2
View File
@@ -8,6 +8,9 @@ public class NewBehaviourScript : MonoBehaviour
//移动速度
public float speed = 5f;
//重力加速度
public float gravity = -20f;
//活动范围
public float range = 500f;
@@ -35,6 +38,9 @@ public class NewBehaviourScript : MonoBehaviour
// 角色控制器
private CharacterController controller;
//垂直速度
private float verticalVelocity;
//状态枚举
public enum State
{
@@ -73,6 +79,7 @@ public class NewBehaviourScript : MonoBehaviour
if (state == State.Attack)
{
animator.SetInteger("speed", 0);
applyGravity();
return;
}
@@ -164,19 +171,41 @@ public class NewBehaviourScript : MonoBehaviour
if (movement == Vector3.zero)
{
animator.SetInteger("speed", 0);
applyGravity();
return;
}
//改变动画控制器的参数
animator.SetInteger("speed", 1);
//向目标点移动
controller.Move(movement.normalized * Time.deltaTime * speed);
//向目标点移动,同时应用垂直重力
Vector3 velocity = movement.normalized * speed;
velocity.y = getVerticalVelocity();
controller.Move(velocity * Time.deltaTime);
//改变角色朝向目标点,只改变y轴
transform.rotation = Quaternion.LookRotation(movement, Vector3.up);
transform.rotation = Quaternion.Euler(0, transform.rotation.eulerAngles.y, 0);
}
private float getVerticalVelocity()
{
if (controller.isGrounded && verticalVelocity < 0)
{
verticalVelocity = -2f;
}
else
{
verticalVelocity += gravity * Time.deltaTime;
}
return verticalVelocity;
}
private void applyGravity()
{
controller.Move(Vector3.up * getVerticalVelocity() * Time.deltaTime);
}
//随机目标点
private void randomTargetPos()
{