言語: 日本語
  • C#
  • JS
  • Boo

スクリプト言語

お好みのスクリプト言語を選択すると、サンプルコードがその言語で表示されます。

CharacterController.Move

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public function Move(motion: Vector3): CollisionFlags;
public CollisionFlags Move(Vector3 motion);
public def Move(motion as Vector3) as CollisionFlags

Description

絶対値の移動デルタを受け取り複雑な移動を行います。

/motion/ によってコントローラを移動させようとするとモーションはコリジョンによって制限されます。 それは、コライダーに沿ってスライドします。 CollisionFlags は移動している間に発生するコリジョンの概要です。 この関数は重力には適用されません。

	/// This script moves the character controller forward 
	/// and sideways based on the arrow keys.
	/// It also jumps when pressing space.
	/// Make sure to attach a character controller to the same game object.
	/// It is recommended that you make only one call to Move or SimpleMove per frame.	

	var speed : float = 6.0;
	var jumpSpeed : float = 8.0;
	var gravity : float = 20.0;

	private var moveDirection : Vector3 = Vector3.zero;

	function Update() {
		var controller : CharacterController = GetComponent(CharacterController);
		if (controller.isGrounded) {
			// We are grounded, so recalculate
			// move direction directly from axes
			moveDirection = Vector3(Input.GetAxis("Horizontal"), 0,
			                        Input.GetAxis("Vertical"));
			moveDirection = transform.TransformDirection(moveDirection);
			moveDirection *= speed;
			
			if (Input.GetButton ("Jump")) {
				moveDirection.y = jumpSpeed;
			}
		}

		// Apply gravity
		moveDirection.y -= gravity * Time.deltaTime;
		
		// Move the controller
		controller.Move(moveDirection * Time.deltaTime);
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public float speed = 6.0F;
    public float jumpSpeed = 8.0F;
    public float gravity = 20.0F;
    private Vector3 moveDirection = Vector3.zero;
    void Update() {
        CharacterController controller = GetComponent<CharacterController>();
        if (controller.isGrounded) {
            moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
            moveDirection = transform.TransformDirection(moveDirection);
            moveDirection *= speed;
            if (Input.GetButton("Jump"))
                moveDirection.y = jumpSpeed;
            
        }
        moveDirection.y -= gravity * Time.deltaTime;
        controller.Move(moveDirection * Time.deltaTime);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public speed as float = 6.0F

	public jumpSpeed as float = 8.0F

	public gravity as float = 20.0F

	private moveDirection as Vector3 = Vector3.zero

	def Update() as void:
		controller as CharacterController = GetComponent[of CharacterController]()
		if controller.isGrounded:
			moveDirection = Vector3(Input.GetAxis('Horizontal'), 0, Input.GetAxis('Vertical'))
			moveDirection = transform.TransformDirection(moveDirection)
			moveDirection *= speed
			if Input.GetButton('Jump'):
				moveDirection.y = jumpSpeed
		moveDirection.y -= (gravity * Time.deltaTime)
		controller.Move((moveDirection * Time.deltaTime))