如何让 object 慢慢地朝着目标平滑旋转? object 没有面向目标旋转
How to rotate object towards target smooth slowly ? The object is not rotating facing the target
最后的目标是在他开始移动时旋转 object,这样 object 将朝向他正在移动的目标,并且从 object眼睛将朝向同一个目标。
我要旋转的 object 首先位于位置 0,0,0,因为 object 是 child。玩家用手拿着 object。然后 object 开始向目标投掷动画。
object 正在向目标移动,但现在我希望 object 也能平滑地缓慢旋转到目标,在这种情况下,我将旋转持续时间设置为 1 秒。我看到 object 旋转正在改变但没有朝向目标。
此屏幕截图显示 object 仍在玩家手中的位置 0,0,0
然后object得到投掷并开始向目标移动此时object旋转变化:
投掷的 object 有一个 child 变换眼睛,激光束应该从眼睛出来,然后我想让 object 旋转到目标,因此来自眼睛的激光将朝向目标。
我用小红圈标记了眼睛:
在这张截图中我把目标标记的很远,绿色的激光没有正对着目标,眼睛也没有正对着目标。激光应该从眼睛出来,整个 object 应该面对目标,所以激光也应该用眼睛面对目标。
此屏幕截图是 object 在 运行 游戏之前 object 眼睛正对着 object 的游戏。这只是为了表明眼睛与面向前方的 object 对齐。
这个脚本附在我的播放器上并使 object 被扔向目标并且还应该使 object 向目标旋转:
使 object 移动到目标的投掷部分工作正常,但旋转部分不是:
private IEnumerator AnimateRotationTowards(Quaternion transformRot, Quaternion targetRot, float dur)
{
float t = 0f;
while (t < dur)
{
transformRot = Quaternion.Slerp(transformRot, targetRot, t / dur);
yield return null;
t += Time.deltaTime;
}
transformRot = targetRot;
}
我还看到制作 transformRot = targetRot;由于某种原因,有一条小消息说不必要的分配不知道为什么。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ThrowObject : MonoBehaviour
{
public Transform objectToThrow;
public Transform target;
public Transform objectToThrowParent;
public float throwingSpeed;
public float waitAtTargetTime;
public float distanceToStopFromTarget;
public bool go = false;
public AnimationCurve animationCurve;
private Animator anim;
private bool startThrowAnimationOnce = true;
private bool reParent = false;
private bool startMovingBack = false;
private void Start()
{
anim = GetComponent<Animator>();
}
private void Update()
{
if (anim != null && startThrowAnimationOnce)
{
anim.SetTrigger("Throw");
startThrowAnimationOnce = false;
}
if (go)
{
objectToThrow.parent = null;
StartCoroutine(Throw());
StartCoroutine(AnimateRotationTowards(objectToThrow.rotation, target.rotation, 1f));
go = false;
}
if (reParent)
{
objectToThrow.position = objectToThrowParent.position;
}
if (startMovingBack)
{
if (Vector3.Distance(objectToThrow.position, objectToThrowParent.position) >= 0.1f)
{
float step = 5 * Time.deltaTime;
objectToThrow.position = Vector3.MoveTowards(objectToThrow.position, objectToThrowParent.position, step);
}
else
{
objectToThrow.position = objectToThrowParent.position;
objectToThrow.parent = objectToThrowParent;
objectToThrow.localPosition = new Vector3(0, 0, 0);
}
}
}
public void ThrowEvent()
{
go = true;
}
IEnumerator Throw()
{
while(Vector3.Distance(objectToThrow.position, target.position) >= distanceToStopFromTarget)
{
objectToThrow.position = Vector3.MoveTowards(
objectToThrow.position,
target.position,
throwingSpeed * Time.deltaTime
);
yield return null;
}
yield return new WaitForSeconds(waitAtTargetTime);
startMovingBack = true;
}
private IEnumerator AnimateRotationTowards(Quaternion transformRot, Quaternion targetRot, float dur)
{
float t = 0f;
while (t < dur)
{
transformRot = Quaternion.Slerp(transformRot, targetRot, t / dur);
yield return null;
t += Time.deltaTime;
}
transformRot = targetRot;
}
}
此脚本附加到 object 眼睛并发射激光:
此脚本中的目标与 ThrowObject 脚本中的目标相同:
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters;
using System;
using UnityEngine;
public class Hovl_DemoLasers : MonoBehaviour
{
public List<Transform> targets;
public GameObject FirePoint;
public Camera Cam;
public float MaxLength;
public GameObject[] Prefabs;
private Ray RayMouse;
private Vector3 direction;
private Quaternion rotation;
[Header("GUI")]
private float windowDpi;
private int Prefab;
private GameObject Instance;
private Hovl_Laser LaserScript;
private Hovl_Laser2 LaserScript2;
private bool rotateMouse = true;
private bool startLaser = true;
private float buttonSaver = 0f;
private Hovl_LaserDemo hovl_laserDemo;
private float maxDistance = 0;
private int closestIndex = 0;
void Start()
{
if (Screen.dpi < 1) windowDpi = 1;
if (Screen.dpi < 200) windowDpi = 1;
else windowDpi = Screen.dpi / 200f;
Counter(0);
}
void Update()
{
//Enable lazer
if (Input.GetMouseButtonDown(0))
{
Destroy(Instance);
Instance = Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
Instance.transform.parent = transform;
LaserScript = Instance.GetComponent<Hovl_Laser>();
LaserScript2 = Instance.GetComponent<Hovl_Laser2>();
rotateMouse = true;
}
if (Input.GetMouseButtonDown(1))
{
rotateMouse = false;
}
if ((Input.GetKey(KeyCode.A) || Input.GetAxis("Horizontal") < 0) && buttonSaver >= 0.4f)// left button
{
buttonSaver = 0f;
Counter(-1);
}
if ((Input.GetKey(KeyCode.D) || Input.GetAxis("Horizontal") > 0) && buttonSaver >= 0.4f)// right button
{
buttonSaver = 0f;
Counter(+1);
}
buttonSaver += Time.deltaTime;
if (startLaser)
{
rotateMouse = false;
Destroy(Instance);
Instance = Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
Instance.transform.parent = transform;
LaserScript = Instance.GetComponent<Hovl_Laser>();
LaserScript2 = Instance.GetComponent<Hovl_Laser2>();
hovl_laserDemo = Instance.GetComponent<Hovl_LaserDemo>();
startLaser = false;
}
if (targets != null)
{
maxDistance = Mathf.Infinity;
for (int i = 0; i < targets.Count; i++)
{
float distance = Vector3.Distance(gameObject.transform.position, targets[i].position);
if (distance < maxDistance)
{
maxDistance = distance;
closestIndex = i;
}
}
if (hovl_laserDemo != null)
{
float distance = Vector3.Distance(gameObject.transform.position, targets[closestIndex].position);
MaxLength = distance;
hovl_laserDemo.MaxLength = distance;
}
RaycastHit hit;
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, MaxLength))
{
RotateToMouseDirection(gameObject, targets[closestIndex].position);
}
else
{
RotateToMouseDirection(gameObject, targets[closestIndex].position);
}
}
if (Cam != null && rotateMouse)
{
RaycastHit hit;
var mousePos = Input.mousePosition;
RayMouse = Cam.ScreenPointToRay(mousePos);
if (Physics.Raycast(RayMouse.origin, RayMouse.direction, out hit, MaxLength))
{
RotateToMouseDirection(gameObject, hit.point);
}
else
{
var pos = RayMouse.GetPoint(MaxLength);
RotateToMouseDirection(gameObject, pos);
}
}
else
{
Debug.Log("No camera");
}
}
void OnGUI()
{
GUI.Label(new Rect(10 * windowDpi, 5 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use the keyboard buttons A/<- and D/-> to change lazers!");
GUI.Label(new Rect(10 * windowDpi, 20 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use left mouse button for shooting!");
}
void Counter(int count)
{
Prefab += count;
if (Prefab > Prefabs.Length - 1)
{
Prefab = 0;
}
else if (Prefab < 0)
{
Prefab = Prefabs.Length - 1;
}
}
void RotateToMouseDirection(GameObject obj, Vector3 destination)
{
direction = destination - obj.transform.position;
rotation = Quaternion.LookRotation(direction);
obj.transform.localRotation = Quaternion.Lerp(obj.transform.rotation, rotation, 1);
}
}
在这种情况下,了解 passing by value, or passing by reference 之间的区别很重要。在您的 AnimateRotationTowards
函数中,该函数的所有参数都是按值传递的。对这些旋转的更改将影响函数范围内的局部值,但这些值与场景中使用的值不同。
您可能需要的是对某些 Transform
对象的引用。如果您为该变换分配新的旋转,它将在场景中使用该旋转。
看起来这个脚本组件附加到将要旋转的游戏对象上。那正确吗?如果是,您可以通过为 transform.rotation
:
赋值来设置新的旋转
private IEnumerator AnimateRotationTowards(Quaternion transformRot, Quaternion targetRot, float dur)
{
float t = 0f;
while (t < dur)
{
transform.rotation = Quaternion.Slerp(transformRot, targetRot, t / dur);
yield return null;
t += Time.deltaTime;
}
transform.rotation = targetRot;
}
如果您需要为其他游戏对象指定旋转,您可以传入对该游戏对象或其变换的引用,并使用它来指定旋转。
最后的目标是在他开始移动时旋转 object,这样 object 将朝向他正在移动的目标,并且从 object眼睛将朝向同一个目标。
我要旋转的 object 首先位于位置 0,0,0,因为 object 是 child。玩家用手拿着 object。然后 object 开始向目标投掷动画。
object 正在向目标移动,但现在我希望 object 也能平滑地缓慢旋转到目标,在这种情况下,我将旋转持续时间设置为 1 秒。我看到 object 旋转正在改变但没有朝向目标。
此屏幕截图显示 object 仍在玩家手中的位置 0,0,0
然后object得到投掷并开始向目标移动此时object旋转变化:
投掷的 object 有一个 child 变换眼睛,激光束应该从眼睛出来,然后我想让 object 旋转到目标,因此来自眼睛的激光将朝向目标。
我用小红圈标记了眼睛:
在这张截图中我把目标标记的很远,绿色的激光没有正对着目标,眼睛也没有正对着目标。激光应该从眼睛出来,整个 object 应该面对目标,所以激光也应该用眼睛面对目标。
此屏幕截图是 object 在 运行 游戏之前 object 眼睛正对着 object 的游戏。这只是为了表明眼睛与面向前方的 object 对齐。
这个脚本附在我的播放器上并使 object 被扔向目标并且还应该使 object 向目标旋转:
使 object 移动到目标的投掷部分工作正常,但旋转部分不是:
private IEnumerator AnimateRotationTowards(Quaternion transformRot, Quaternion targetRot, float dur)
{
float t = 0f;
while (t < dur)
{
transformRot = Quaternion.Slerp(transformRot, targetRot, t / dur);
yield return null;
t += Time.deltaTime;
}
transformRot = targetRot;
}
我还看到制作 transformRot = targetRot;由于某种原因,有一条小消息说不必要的分配不知道为什么。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ThrowObject : MonoBehaviour
{
public Transform objectToThrow;
public Transform target;
public Transform objectToThrowParent;
public float throwingSpeed;
public float waitAtTargetTime;
public float distanceToStopFromTarget;
public bool go = false;
public AnimationCurve animationCurve;
private Animator anim;
private bool startThrowAnimationOnce = true;
private bool reParent = false;
private bool startMovingBack = false;
private void Start()
{
anim = GetComponent<Animator>();
}
private void Update()
{
if (anim != null && startThrowAnimationOnce)
{
anim.SetTrigger("Throw");
startThrowAnimationOnce = false;
}
if (go)
{
objectToThrow.parent = null;
StartCoroutine(Throw());
StartCoroutine(AnimateRotationTowards(objectToThrow.rotation, target.rotation, 1f));
go = false;
}
if (reParent)
{
objectToThrow.position = objectToThrowParent.position;
}
if (startMovingBack)
{
if (Vector3.Distance(objectToThrow.position, objectToThrowParent.position) >= 0.1f)
{
float step = 5 * Time.deltaTime;
objectToThrow.position = Vector3.MoveTowards(objectToThrow.position, objectToThrowParent.position, step);
}
else
{
objectToThrow.position = objectToThrowParent.position;
objectToThrow.parent = objectToThrowParent;
objectToThrow.localPosition = new Vector3(0, 0, 0);
}
}
}
public void ThrowEvent()
{
go = true;
}
IEnumerator Throw()
{
while(Vector3.Distance(objectToThrow.position, target.position) >= distanceToStopFromTarget)
{
objectToThrow.position = Vector3.MoveTowards(
objectToThrow.position,
target.position,
throwingSpeed * Time.deltaTime
);
yield return null;
}
yield return new WaitForSeconds(waitAtTargetTime);
startMovingBack = true;
}
private IEnumerator AnimateRotationTowards(Quaternion transformRot, Quaternion targetRot, float dur)
{
float t = 0f;
while (t < dur)
{
transformRot = Quaternion.Slerp(transformRot, targetRot, t / dur);
yield return null;
t += Time.deltaTime;
}
transformRot = targetRot;
}
}
此脚本附加到 object 眼睛并发射激光: 此脚本中的目标与 ThrowObject 脚本中的目标相同:
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters;
using System;
using UnityEngine;
public class Hovl_DemoLasers : MonoBehaviour
{
public List<Transform> targets;
public GameObject FirePoint;
public Camera Cam;
public float MaxLength;
public GameObject[] Prefabs;
private Ray RayMouse;
private Vector3 direction;
private Quaternion rotation;
[Header("GUI")]
private float windowDpi;
private int Prefab;
private GameObject Instance;
private Hovl_Laser LaserScript;
private Hovl_Laser2 LaserScript2;
private bool rotateMouse = true;
private bool startLaser = true;
private float buttonSaver = 0f;
private Hovl_LaserDemo hovl_laserDemo;
private float maxDistance = 0;
private int closestIndex = 0;
void Start()
{
if (Screen.dpi < 1) windowDpi = 1;
if (Screen.dpi < 200) windowDpi = 1;
else windowDpi = Screen.dpi / 200f;
Counter(0);
}
void Update()
{
//Enable lazer
if (Input.GetMouseButtonDown(0))
{
Destroy(Instance);
Instance = Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
Instance.transform.parent = transform;
LaserScript = Instance.GetComponent<Hovl_Laser>();
LaserScript2 = Instance.GetComponent<Hovl_Laser2>();
rotateMouse = true;
}
if (Input.GetMouseButtonDown(1))
{
rotateMouse = false;
}
if ((Input.GetKey(KeyCode.A) || Input.GetAxis("Horizontal") < 0) && buttonSaver >= 0.4f)// left button
{
buttonSaver = 0f;
Counter(-1);
}
if ((Input.GetKey(KeyCode.D) || Input.GetAxis("Horizontal") > 0) && buttonSaver >= 0.4f)// right button
{
buttonSaver = 0f;
Counter(+1);
}
buttonSaver += Time.deltaTime;
if (startLaser)
{
rotateMouse = false;
Destroy(Instance);
Instance = Instantiate(Prefabs[Prefab], FirePoint.transform.position, FirePoint.transform.rotation);
Instance.transform.parent = transform;
LaserScript = Instance.GetComponent<Hovl_Laser>();
LaserScript2 = Instance.GetComponent<Hovl_Laser2>();
hovl_laserDemo = Instance.GetComponent<Hovl_LaserDemo>();
startLaser = false;
}
if (targets != null)
{
maxDistance = Mathf.Infinity;
for (int i = 0; i < targets.Count; i++)
{
float distance = Vector3.Distance(gameObject.transform.position, targets[i].position);
if (distance < maxDistance)
{
maxDistance = distance;
closestIndex = i;
}
}
if (hovl_laserDemo != null)
{
float distance = Vector3.Distance(gameObject.transform.position, targets[closestIndex].position);
MaxLength = distance;
hovl_laserDemo.MaxLength = distance;
}
RaycastHit hit;
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, MaxLength))
{
RotateToMouseDirection(gameObject, targets[closestIndex].position);
}
else
{
RotateToMouseDirection(gameObject, targets[closestIndex].position);
}
}
if (Cam != null && rotateMouse)
{
RaycastHit hit;
var mousePos = Input.mousePosition;
RayMouse = Cam.ScreenPointToRay(mousePos);
if (Physics.Raycast(RayMouse.origin, RayMouse.direction, out hit, MaxLength))
{
RotateToMouseDirection(gameObject, hit.point);
}
else
{
var pos = RayMouse.GetPoint(MaxLength);
RotateToMouseDirection(gameObject, pos);
}
}
else
{
Debug.Log("No camera");
}
}
void OnGUI()
{
GUI.Label(new Rect(10 * windowDpi, 5 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use the keyboard buttons A/<- and D/-> to change lazers!");
GUI.Label(new Rect(10 * windowDpi, 20 * windowDpi, 400 * windowDpi, 20 * windowDpi), "Use left mouse button for shooting!");
}
void Counter(int count)
{
Prefab += count;
if (Prefab > Prefabs.Length - 1)
{
Prefab = 0;
}
else if (Prefab < 0)
{
Prefab = Prefabs.Length - 1;
}
}
void RotateToMouseDirection(GameObject obj, Vector3 destination)
{
direction = destination - obj.transform.position;
rotation = Quaternion.LookRotation(direction);
obj.transform.localRotation = Quaternion.Lerp(obj.transform.rotation, rotation, 1);
}
}
在这种情况下,了解 passing by value, or passing by reference 之间的区别很重要。在您的 AnimateRotationTowards
函数中,该函数的所有参数都是按值传递的。对这些旋转的更改将影响函数范围内的局部值,但这些值与场景中使用的值不同。
您可能需要的是对某些 Transform
对象的引用。如果您为该变换分配新的旋转,它将在场景中使用该旋转。
看起来这个脚本组件附加到将要旋转的游戏对象上。那正确吗?如果是,您可以通过为 transform.rotation
:
private IEnumerator AnimateRotationTowards(Quaternion transformRot, Quaternion targetRot, float dur)
{
float t = 0f;
while (t < dur)
{
transform.rotation = Quaternion.Slerp(transformRot, targetRot, t / dur);
yield return null;
t += Time.deltaTime;
}
transform.rotation = targetRot;
}
如果您需要为其他游戏对象指定旋转,您可以传入对该游戏对象或其变换的引用,并使用它来指定旋转。