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c# - 如何始终根据我的轴方向移动我的对象?

转载 作者:太空宇宙 更新时间:2023-11-03 22:36:28 24 4
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我正在尝试将我的球移动到固定距离。为此,我使用了一些 Vector3 和 Lerping。

但是当我的对象旋转时,球仍然沿相同的方向移动,而不是沿我的 X 轴方向设置的新方向移动。我在代码的注释中添加了更多我想要完成的细节。

public float timeTakenDuringLerp = 1f;

/// <summary>
/// How far the object should move when 'UpArrow' is pressed
/// </summary>
public float distanceToMove = 7; //value can be change in unity

//Whether we are currently interpolating or not
private bool _isLerping;

//The start and finish positions for the interpolation
private Vector3 _startPosition;
private Vector3 _endPosition;

//The Time.time value when we started the interpolation
private float _timeStartedLerping;
Vector3 myVector;

/// <summary>
/// Called to begin the linear interpolation
/// </summary>

void StartLerping1()
{
_isLerping = true;
_timeStartedLerping = Time.time;

//We set the start position to the current position, and the finish to 7 spaces in the 'forward' direction
_startPosition = transform.position;

myVector = new Vector3(1, 0, 0);
_endPosition = transform.position + myVector * distanceToMove;
}

void Update()
{
//When the user hits the up arrow, we start lerping
if (Input.GetKey(KeyCode.UpArrow))
{
StartLerping1();
}

if (Input.GetKeyDown(KeyCode.RightArrow))
{
// THE ROTATION IS SUPPOSED TO HAPPEN, AND THE MOVEMENT SHOULD BE BASED ON THIS NEW DIRECTION
}

}


//We do the actual interpolation in FixedUpdate(), since we're dealing with a rigidbody
void FixedUpdate()
{
if (_isLerping)
{
//We want percentage = 0.0 when Time.time = _timeStartedLerping
//and percentage = 1.0 when Time.time = _timeStartedLerping + timeTakenDuringLerp
//In other words, we want to know what percentage of "timeTakenDuringLerp" the value
//"Time.time - _timeStartedLerping" is.
float timeSinceStarted = Time.time - _timeStartedLerping;
float percentageComplete = timeSinceStarted / timeTakenDuringLerp;
//Perform the actual lerping. Notice that the first two parameters will always be the same
//throughout a single lerp-processs (ie. they won't change until we hit the space-bar again
//to start another lerp)
transform.position = Vector3.Lerp(_startPosition, _endPosition, percentageComplete);

//When we've completed the lerp, we set _isLerping to false
if (percentageComplete >= 1.0f)
{
_isLerping = false;
}
}
}

最佳答案

当你说

myVector = new Vector3(1, 0, 0); //you can short hand to myVector = Vector3.right

你在世界空间中声明了一个指向右侧的向量(是的,(1, 0, 0) 是正确的,而不是向前),unity 将使用场景 View 中右上角的那个小轴作为引用运用你的 Action ,

旋转时不会改变。

你想要做的是使用游戏对象的变换作为引用,这是一个考虑了旋转的局部空间坐标,而不是

myVector = Vector3.forward;

尝试

myVector = transform.forward;

并在该方向上应用移动。

关于c# - 如何始终根据我的轴方向移动我的对象?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/54895992/

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