我如何让一个角色在走路时在这个地方转180度
本文关键字:走路 180度 方转 角色 一个 | 更新日期: 2023-09-27 17:59:17
using System;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityStandardAssets.Characters.ThirdPerson;
public class Multiple_objects : MonoBehaviour {
public GameObject prefab;
public GameObject[] gos;
public int NumberOfObjects;
private ThirdPersonCharacter[] thirdPersonCharacter;
private Animator[] _animator;
private int count = 0;
private List<float> floats = new List<float>();
public float smooth = 1f;
private Vector3 targetAngles;
void Awake()
{
Vector3 v3 = prefab.transform.position;
_animator = new Animator[NumberOfObjects];
gos = new GameObject[NumberOfObjects];
for(int i = 0; i < gos.Length; i++)
{
count = count + 2;
GameObject clone = (GameObject)Instantiate(prefab, Vector3.zero, Quaternion.identity);
gos [i] = clone;
gos [i].transform.position = new Vector3 (v3.x - count, v3.y, v3.z);
_animator [i] = gos[i].GetComponent<Animator> ();
float randomspeed = 0f;
// Keep repeating this until we find an unique randomspeed.
while(randomspeed == 0f || floats.Contains(randomspeed))
{
randomspeed = UnityEngine.Random.Range(1.0f, 15.0f);
}
floats.Add (randomspeed);
//float vertInput = 1.0f;
_animator [i].SetFloat ("Speed", randomspeed);
if (randomspeed != 0.0f)
_animator[i].speed = randomspeed;
else
_animator [i].speed = 1.0f;
}
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if(Input.GetKeyDown(KeyCode.S)) // some condition to rotate 180
targetAngles = gos[5].transform.eulerAngles + 180f * Vector3.up; // what the new angles should be
transform.eulerAngles = Vector3.Lerp(gos[5].transform.eulerAngles, targetAngles, smooth * Time.deltaTime); // lerp to new angles
}
}
在层次结构中,我有两个ThirdPersoncontroller:ThirdPersoncontroller和ThirdPersoncontroller(1(
我把脚本放在ThirdPersonController上,预制件是ThirdPersonControl(1(,然后它克隆了更多的15个ThirdPersonControllers。
然后,被克隆的15名玩家中的每一位都以另一种速度行走。现在,在更新功能中,当我按下S键时,ThirdPersonController正在旋转180度,然后所有克隆的15名玩家也旋转180度并继续朝这个方向走。
我想做的是,当其中一名克隆球员到达Z位置时,只将该球员旋转180度,并将场地旋转180度一秒或两次,然后继续向转弯方向行走。
因此,在更新功能中,我现在使用S键作为条件,但它正在转动ThirdPersonController,所有克隆都会根据他转动,并朝着转动的方向走去。
我试着用gos[0]。transform也用gos[5]。transform,但它不仅转动了第五个克隆,而且把所有克隆都转动了180度。
如果(gos[0].transform.position.z==108.9377f(或如果(gos[0].transform.position.z==100(,但它永远不会到达下一行,我使用了一个断点。
与其检查何时达到精确的值,不如使用Vector3.distance 检查您与航路点之间的距离
现在,所有角色都在做同样的动作,是因为这句话:
transform.eulerAngles = Vector3.Lerp(gos[5].transform.eulerAngles, targetAngles, smooth * Time.deltaTime);
你想在你的更新中做这样的事情
for(int i = 0; i < gos.Length; i++)
{
//if(Input.GetKeyDown(KeyCode.S)) // some condition to rotate 180
// targetAngles = gos[i].transform.eulerAngles + 180f * Vector3.up;
// If the Distance between gos[i] and Vector3(0,0,100) is smaller than 3f
if(Vector3.Distance(gos[i].transform.position, new Vector3(0,0,100)) < 3f)
{
targetAngles = gos[i].transform.eulerAngles + 180f * Vector3.up;
}
gos[i].transform.eulerAngles = Vector3.Lerp(gos[i].transform.eulerAngles, targetAngles, smooth * Time.deltaTime);
}