玩家在按下按钮几秒钟后开始移动

本文关键字:几秒 移动 开始 按钮 玩家 | 更新日期: 2023-09-27 18:04:15

我正在遵循Unity 5的教程来创建一个简单的潜行游戏。

我按照指示创建了控制玩家的移动的脚本。当我测试游戏时,我注意到玩家在按下按钮后需要几秒钟才能移动

就好像在移动之前应该等待Quaternion.Lerp完成旋转。

还按下x按钮应该尖叫,以吸引注意,并采取适当的动画。它运行声音,但动画还没有完成..在我做的多个测试中只执行了一次

public class PlayerMovement : MonoBehaviour 
{
    public AudioClip shoutingClip;      // Audio clip of the player shouting.
    public float turnSmoothing = 15f;   // A smoothing value for turning the player.
    public float speedDampTime = 0.1f;  // The damping for the speed parameter

    private Animator anim;              // Reference to the animator component.
    private HashIDs hash;               // Reference to the HashIDs.

    void Awake ()
    {
        // Setting up the references.
        anim = GetComponent<Animator>();
        hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>();
        // Set the weight of the shouting layer to 1.
        anim.SetLayerWeight(1, 1f);
    }

    void FixedUpdate ()
    {
        // Cache the inputs.
        float h = Input.GetAxis("Horizontal");
        float v = Input.GetAxis("Vertical");
        bool sneak = Input.GetButton("Sneak");
        MovementManagement(h, v, sneak);
    }

    void Update ()
    {
        // Cache the attention attracting input.
        bool shout = Input.GetButtonDown("Attract");
        // Set the animator shouting parameter.
        anim.SetBool(hash.shoutingBool, shout);
        AudioManagement(shout);
    }

    void MovementManagement (float horizontal, float vertical, bool sneaking)
    {
        // Set the sneaking parameter to the sneak input.
        anim.SetBool(hash.sneakingBool, sneaking);
        // If there is some axis input...
        if(horizontal != 0f || vertical != 0f)
        {
            // ... set the players rotation and set the speed parameter to 5.5f.
            Rotating(horizontal, vertical);
            anim.SetFloat(hash.speedFloat, 5.5f, speedDampTime, Time.deltaTime);
        }
        else
            // Otherwise set the speed parameter to 0.
            anim.SetFloat(hash.speedFloat, 0);
    }

    void Rotating (float horizontal, float vertical)
    {
        // Create a new vector of the horizontal and vertical inputs.
        Vector3 targetDirection = new Vector3(horizontal, 0f, vertical);
        // Create a rotation based on this new vector assuming that up is the global y axis.
        Quaternion targetRotation = Quaternion.LookRotation(targetDirection, Vector3.up);
        // Create a rotation that is an increment closer to the target rotation from the player's rotation.
        Quaternion newRotation = Quaternion.Lerp(GetComponent<Rigidbody>().rotation, targetRotation, turnSmoothing * Time.deltaTime);
        // Change the players rotation to this new rotation.
        GetComponent<Rigidbody>().MoveRotation(newRotation);
    }

    void AudioManagement (bool shout)
    {
        // If the player is currently in the run state...
        if(anim.GetCurrentAnimatorStateInfo(0).nameHash == hash.locomotionState)
        {
            // ... and if the footsteps are not playing...
            if(!GetComponent<AudioSource>().isPlaying)
                // ... play them.
                GetComponent<AudioSource>().Play();
        }
        else
            // Otherwise stop the footsteps.
            GetComponent<AudioSource>().Stop();
        // If the shout input has been pressed...
        if(shout)
            // ... play the shouting clip where we are.
            AudioSource.PlayClipAtPoint(shoutingClip, transform.position);
    }
}
我是新来的,所以我可能需要更多的解释。谢谢大家!

玩家在按下按钮几秒钟后开始移动

第一个问题,延迟你的球员移动,可能是由

anim.SetFloat(hash.speedFloat, 5.5f, speedDampTime, Time.deltaTime);

潜在的问题是您正在调用Time.deltaTime,它打算在update()调用中使用。你的函数在fixedUpdate()内部调用,这意味着你应该使用Time.fixedDeltaTime

对于你的第二个问题,大喊大叫,代码看起来很好,问题可能在你的动画树中。检查你在大喊之前的状态是否可以过渡到大喊,并检查是否正确触发。