仍然不清楚为什么所有的船在旋转后都没有朝着他们面对的方向移动
本文关键字:他们 移动 方向 面对 旋转 为什么 不清楚 | 更新日期: 2023-09-27 18:12:31
private void MoveShips()
{
for (int index = 0; index < spheres [0].transform.childCount; index++) {
Transform oneChild = spheres [0].transform.GetChild (index);
lastPositions [index] = oneChild.transform.position;
if (!hasRotated [index])
{
oneChild.transform.position += Vector3.forward * Time.deltaTime * moveSpeed;
}
else
{
oneChild.transform.position += oneChild.transform.forward * Time.deltaTime * moveSpeed;
}
}
if (updateOn == true) {
for(int index =0;index < spheres[0].transform.childCount;index++)
{
Transform child = spheres[0].transform.GetChild(index);
distanceTraveled[index] += Vector3.Distance (child.transform.position, lastPositions [index]);
if (distanceTraveled [index] >= randomNumbers [index] && !hasRotated [index])
{
targetAngles = child.transform.eulerAngles + 180f * Vector3.up;
StartCoroutine (TurnShip (child.transform, child.transform.eulerAngles, targetAngles, smooth));
hasRotated [index] = true;
}
}
}
}
IEnumerator TurnShip(Transform ship, Vector3 startAngle, Vector3 endAngle, float smooth)
{
float lerpSpeed = 0;
while(lerpSpeed < 1)
{
ship.eulerAngles = Vector3.Lerp(startAngle, endAngle, lerpSpeed);
lerpSpeed += Time.deltaTime * smooth;
yield return null;
}
}
例如我有300艘船。他们正在使用Vector3前进。然后我想在每个子节点完成旋转之后改变它的移动方向到它现在面对的方向。所以在这种情况下,我将船旋转180度,但船向上移动。
这一行使它们向上移动:
oneChild.transform.position += oneChild.transform.forward * Time.deltaTime * moveSpeed;
我也试着把这行改成:
oneChild.transform.position += oneChild.transform.forward * moveSpeed;
这使得船只消失。
我也试过:
oneChild.transform.position += oneChild.transform.forward * -1 * moveSpeed;
或
oneChild.transform.position += -oneChild.transform.forward * Time.deltaTime * moveSpeed; --- This line make the ships move up turn and move down. But i want them to move forward not up and down. Move forward to the direction they are facing after the rotation.
或
oneChild.transform.position += oneChild.transform.forward * -1;
我也试着只使用Vector3,例如:
if (!hasRotated [index])
{
oneChild.transform.position += Vector3.forward * Time.deltaTime * moveSpeed;
}
else
{
oneChild.transform.position += Vector3.back * Time.deltaTime * moveSpeed;
}
但这将使船回到他们所面对的方向。如果我将船只旋转60度,它们就会向后移动,而不是朝向。
另一个问题,我认为这是一个问题,船改变移动方向,如果它是上下之前,他们完成旋转。首先,我希望每艘船都能完成旋转,并在旋转时保持向原始方向移动,只有在旋转结束时才改变运动方向。
脚本using System;
using UnityEngine;
using Random = UnityEngine.Random;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
public class SphereBuilder : MonoBehaviour
{
public GameObject SpaceShip;
GameObject[] spheres;
public float moveSpeed = 50;
private float distanceTravelled;
public bool updateOn = true;
private Vector3 lastPosition;
List<bool> hasRotated = new List<bool>();
List<float> distanceTraveled = new List<float>();
List<Vector3> lastPositions = new List<Vector3>();
List<int> randomNumbers = new List<int> ();
public float smooth = 1f;
private Vector3 targetAngles;
private bool isRunning = false;
// for tracking properties change
private Vector3 _extents;
private int _sphereCount;
private float _sphereSize;
/// <summary>
/// How far to place spheres randomly.
/// </summary>
public Vector3 Extents;
/// <summary>
/// How many spheres wanted.
/// </summary>
public int SphereCount;
public float SphereSize;
private void rndNumbers()
{
int Min = 20;
int Max = 50;
System.Random rnd = new System.Random ();
randomNumbers = Enumerable.Range(Min, Max).OrderBy(x => rnd.Next()).Take(spheres[0].transform.childCount).ToList();
}
private void Start()
{
UpdateSpheres ();
spheres = GameObject.FindGameObjectsWithTag("MySphere");
rndNumbers ();
for(int index = 0; index < spheres[0].transform.childCount;index++)
{
Transform child = spheres[0].transform.GetChild(index);
lastPosition = new Vector3(child.transform.position.x,child.transform.position.y,child.transform.position.z);
lastPositions.Add (lastPosition);
hasRotated.Add(false);
distanceTraveled.Add(0f);
}
}
private void OnValidate()
{
// prevent wrong values to be entered
Extents = new Vector3(Mathf.Max(0.0f, Extents.x), Mathf.Max(0.0f, Extents.y), Mathf.Max(0.0f, Extents.z));
SphereCount = Mathf.Max(0, SphereCount);
SphereSize = Mathf.Max(0.0f, SphereSize);
}
private void Reset()
{
Extents = new Vector3(250.0f, 20.0f, 250.0f);
SphereCount = 100;
SphereSize = 20.0f;
}
private void Update()
{
UpdateSpheres();
MoveShips ();
}
private void MoveShips()
{
for (int index = 0; index < spheres [0].transform.childCount; index++) {
Transform oneChild = spheres [0].transform.GetChild (index);
lastPositions [index] = oneChild.transform.position;
if (!hasRotated [index])
{
oneChild.transform.position += Vector3.forward * Time.deltaTime * moveSpeed;
}
else
{
oneChild.transform.position += Vector3.back * Time.deltaTime * moveSpeed;
}
}
if (updateOn == true) {
for(int index =0;index < spheres[0].transform.childCount;index++)
{
Transform child = spheres[0].transform.GetChild(index);
distanceTraveled[index] += Vector3.Distance (child.transform.position, lastPositions [index]);
if (distanceTraveled [index] >= randomNumbers [index] && !hasRotated [index]) {
//child.transform.Rotate (new Vector3 (0f, 180f, 0f));
targetAngles = child.transform.eulerAngles + 180f * Vector3.up;
//if (!isRunning)
//{
StartCoroutine (TurnShip (child.transform, child.transform.eulerAngles, targetAngles, smooth));
//}
hasRotated [index] = true;
child.transform.position += Vector3.back * Time.deltaTime * moveSpeed;
}
}
}
}
IEnumerator TurnShip(Transform ship, Vector3 startAngle, Vector3 endAngle, float smooth)
{
isRunning = true;
float lerpSpeed = 0;
while(lerpSpeed < 1)
{
ship.eulerAngles = Vector3.Lerp(startAngle, endAngle, lerpSpeed);
lerpSpeed += 1 * smooth;
yield return new WaitForSeconds(0.01f);
}
isRunning = false;
}
private void UpdateSpheres()
{
if (Extents == _extents && SphereCount == _sphereCount && Mathf.Approximately(SphereSize, _sphereSize))
return;
// cleanup
var spheres = GameObject.FindGameObjectsWithTag("Sphere");
foreach (var t in spheres)
{
if (Application.isEditor)
{
DestroyImmediate(t);
}
else
{
Destroy(t);
}
}
var withTag = GameObject.FindWithTag("Terrain");
if (withTag == null)
throw new InvalidOperationException("Terrain not found");
for (var i = 0; i < SphereCount; i++)
{
var o = Instantiate(SpaceShip);
o.tag = "Sphere";
o.transform.SetParent(gameObject.transform);
o.transform.localScale = new Vector3(SphereSize, SphereSize, SphereSize);
// get random position
var x = Random.Range(-Extents.x, Extents.x);
var y = Extents.y; // sphere altitude relative to terrain below
var z = Random.Range(-Extents.z, Extents.z);
// now send a ray down terrain to adjust Y according terrain below
var height = 10000.0f; // should be higher than highest terrain altitude
var origin = new Vector3(x, height, z);
var ray = new Ray(origin, Vector3.down);
RaycastHit hit;
var maxDistance = 20000.0f;
var nameToLayer = LayerMask.NameToLayer("Terrain");
var layerMask = 1 << nameToLayer;
if (Physics.Raycast(ray, out hit, maxDistance, layerMask))
{
var distance = hit.distance;
y = height - distance + y; // adjust
}
else
{
Debug.LogWarning("Terrain not hit, using default height !");
}
// place !
o.transform.position = new Vector3(x, y, z);
}
_extents = Extents;
_sphereCount = SphereCount;
_sphereSize = SphereSize;
}
}
你说的话让我觉得当地的前进是完全错误的(你的船模转弯了)。或者你的转发因为父母改变了(这可能很棘手)
也不要使用Vector3。如果你想要旅行,请自己前进。
oneChild.transform.position += oneChild.transform.forward * Time.deltaTime * moveSpeed;
是正确的。x
ship.eulerAngles = Vector3.Lerp(startAngle, endAngle, lerpSpeed);
应该是一个Slerphttps://docs.unity3d.com/ScriptReference/Vector3.Slerp.html
这与线性插值(又名"lerp")的区别在于,向量被视为空间中的方向而不是点。
或lerp角:https://docs.unity3d.com/ScriptReference/Mathf.LerpAngle.html
xtargetAngles = child.transform.eulerAngles + 180f * Vector3.up;
我发现最后一行有点抽象,不知道你在打开什么角度,而且,再次使用vector3。Up而不是child, transform, Up但我猜这句话是为了让你的船上下颠倒,或者让它向上移动
希望它有帮助。