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c# - Unity 2018 - NPC 在范围内平滑地转向面对玩家

转载 作者:行者123 更新时间:2023-11-30 21:33:39 24 4
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使用当前代码,NPC 将检测到并转向播放所需动画的玩家。但是,NPC 只会快速面向玩家,而不会在玩家在 NPC 范围内绕过时继续旋转。

我想对此进行修改,以便当玩家处于对撞机范围内时,NPC 始终如一地平稳地转身面对角色。我认为它会在 void update 中做一些事情,但由于转向的功能目前在 onTriggerEnter 中,这对像我这样的初学者来说有点困惑。

public class helloTrigger : MonoBehaviour
{
public Animator anim;
public CharacterController player;
public Transform Player;

void Start()
{
player = GameObject.FindObjectOfType<CharacterController>();
anim = GetComponent<Animator>();
}

void OnTriggerEnter(Collider other)
{
if (other.tag != "Player") return;

anim.Play("Hello");
Vector3 lookAt = Player.position;
lookAt.y = transform.position.y;
transform.LookAt(lookAt);
}

void OnTriggerExit(Collider other)
{
if (other.tag == "Player")
{
anim.Play("Idle");
}
}
}

最佳答案

如果您希望一个游戏对象平滑地面对另一个游戏对象,请使用 Quaternion.LookRotation 计算目标旋转,然后使用 Quaternion.Lerp 在当前旋转和使用 Quaternion.LookRotation 计算的目标旋转。最后,随着时间的推移进行 lerping。参见 this发布以了解 lerping over rotation 的工作原理。您可以在 Update 函数中执行此操作,但我将在协程函数中使用它,因为它为您提供了更多控制权。

一个简单的Look-at smoothly函数:

IEnumerator LookAtSmoothly(Transform objectToMove, Vector3 worldPosition, float duration)
{
Quaternion currentRot = objectToMove.rotation;
Quaternion newRot = Quaternion.LookRotation(worldPosition -
objectToMove.position, objectToMove.TransformDirection(Vector3.up));

float counter = 0;
while (counter < duration)
{
counter += Time.deltaTime;
objectToMove.rotation =
Quaternion.Lerp(currentRot, newRot, counter / duration);
yield return null;
}
}

你的新脚本:

public class helloTrigger : MonoBehaviour
{
public Animator anim;
public CharacterController player;
public Transform Player;
Coroutine smoothMove = null;

// Use this for initialization
void Start()
{
player = GameObject.FindObjectOfType<CharacterController>();
anim = GetComponent<Animator>();
}

void OnTriggerEnter(Collider other)
{
if (other.tag == "Player")
{
anim.Play("Hello");
LookSmoothly();
}

}

void OnTriggerExit(Collider other)
{
if (other.tag == "Player")
{
anim.Play("Idle");
}
}

void LookSmoothly()
{
float time = 1f;

Vector3 lookAt = Player.position;
lookAt.y = transform.position.y;

//Start new look-at coroutine
if (smoothMove == null)
smoothMove = StartCoroutine(LookAtSmoothly(transform, lookAt, time));
else
{
//Stop old one then start new one
StopCoroutine(smoothMove);
smoothMove = StartCoroutine(LookAtSmoothly(transform, lookAt, time));
}
}

IEnumerator LookAtSmoothly(Transform objectToMove, Vector3 worldPosition, float duration)
{
Quaternion currentRot = objectToMove.rotation;
Quaternion newRot = Quaternion.LookRotation(worldPosition -
objectToMove.position, objectToMove.TransformDirection(Vector3.up));

float counter = 0;
while (counter < duration)
{
counter += Time.deltaTime;
objectToMove.rotation =
Quaternion.Lerp(currentRot, newRot, counter / duration);
yield return null;
}
}
}

关于c# - Unity 2018 - NPC 在范围内平滑地转向面对玩家,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/51127919/

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