触发 oculus go c# unity 上的旋转

roation on trigger oculus go c# unity

我希望在按下 oculus go 上的触发器时让游戏对象旋转,但只有到那时,我才有以下代码。不幸的是,即使我的手指离开扳机,它也会持续旋转,

public GameObject dummyrotate;
private bool rotate = false;
float rotationAmount = .3f;
float delaySpeed = .1f;


public void rotateAntiClockwise()

{
    StartCoroutine(SlowSpin2());
}

public IEnumerator SlowSpin2()

{
    float count = 0;
    while (count <= 90)

    {
        dummyrotate.transform.Rotate(new Vector3(0,-rotationAmount,0));
        count += rotationAmount;
        yield return new WaitForSeconds(delaySpeed);
    }
}

非常感谢 乔诺

好吧,问题是一旦你触发旋转,由于你的 while 循环,它需要 30 秒才能完成你的 coroutine。而且,当您再次触发它时,您会启动另一个 coroutine 这将永远这样下去。我假设每次按下触发器时都会调用 rotateAntiClockwise 方法。

我还假设您想将对象沿 y 轴旋转 90 度,您可以这样实现:

 bool isRunning = false;
 //Make sure this variable is true when triggered and false when not
 bool isTrigger = false;
 float rotationAmount = 0.3f;
 public IEnumerator SlowSpin2()
 {
    isRunning = true;
    //This will rotate the object continuously until isTriggered is false
    while (isTriggered)
    {
        Debug.Log("Rotating");
        transform.Rotate(new Vector3(0, -rotationAmount, 0));            
        yield return null;

    }
    Debug.Log(Time.time);
    isRunning = false;
 }

此脚本将在 2 秒内将您的对象从 0 度缓慢旋转到 90 度。

然后你必须像这样修改你的 rotateAntiClockwise 这样你就不会启动另一个协同程序,而这个已经是 运行.

public void rotateAntiClockwise()
{
     if(!isRunning)
         StartCoroutine(SlowSpin2());
}

如果您只是想让它在按住触发器时旋转,请不要为此使用协程。协程将 运行 直到它们完全完成,所以请尝试这样的事情:

public GameObject dummyrotate;
private bool rotate = false;
float rotationAmount = .3f;
float delaySpeed = .1f;


void Update()
{
    SlowSpin2();
}

public void SlowSpin2()

{
    if (rotate == true) {
        dummyrotate.transform.Rotate(new Vector3(0,-rotationAmount,0));
        count += rotationAmount;
    }
}