当我将 FPS 角色设置为 90 时,为什么它在 Y 轴上变为 0

Why is my FPS character turning to 0 on the Y axis when I have it set to 90

我正在使用 FPS 控制器,出于某种原因,当我点击播放时,当我将它旋转到 90 时,播放器在 y 轴上一直旋转到 0。我很确定它与相机有关,如果这有助于缩小范围。

代码如下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerController : MonoBehaviour
{
Animator anim;
float RotateX;
float RotateY;
public static bool GamePaused;

[SerializeField]
[Header("Game Objects")]
public GameObject Camera;

[Header("Movement Settings")]
public float WalkSpeed = 5.0f;


[Header("Rotation Settings")]
public float RorationSpeed = 3.0f;
public float MaxYAxis = 60.0f;
public float MinYAxis = -48.0f;

private void Start()
{
    anim = GetComponent<Animator>();
}

void Update()
{
    Rotation();
    Movement();
}

void Rotation()
{
    RotateX += Input.GetAxis("Mouse X") * RorationSpeed;
    RotateY += Input.GetAxis("Mouse Y") * RorationSpeed;
    RotateY = Mathf.Clamp(RotateY, MinYAxis, MaxYAxis);
    Camera.transform.localRotation = Quaternion.Euler(-RotateY, 0f, 0f);
    transform.rotation = Quaternion.Euler(0f, RotateX, 0f);
}

void Movement()
{
    transform.Translate(Vector3.forward * Input.GetAxis("Vertical") * WalkSpeed * Time.deltaTime);
    transform.Translate(Vector3.right * Input.GetAxis("Horizontal") * WalkSpeed * Time.deltaTime);

}
}

其实跟你的Rotation方法有关。 游戏一开始会调用Update方法,会调用Rotation方法。在那里你更新旋转值,在游戏开始时将为 0.0 并且输入轴上没有移动所以一开始没有旋转,最后你用 0.0 值更新你的旋转值,重置你在编辑.

您想做的是将相机或控制器旋转 RotateYRotateX 度。类似于:

void Rotation()
{
    RotateX = Input.GetAxis("Mouse X") * RorationSpeed;
    RotateY = Input.GetAxis("Mouse Y") * RorationSpeed;
    RotateY = Mathf.Clamp(RotateY, MinYAxis, MaxYAxis);
    Camera.transform.Rotate(new Vecto3(-RotateY, 0f, 0f));
    transform.Rotate(new Vector3(0f, RotateX, 0f));
}

Update的第一次调用中GetAxis("Mouse X")returns0所以

transform.rotation = Quaternion.Euler(0f, RotateX, 0f);

将旋转重置为 0, 0, 0


您应该简单地存储初始旋转

private void Awake()
{
    RotateX = transform.rotation.eulerAngles.y;
    RotateY = Camera.transform.localRotation.eulerAngles.x;
    if (RotateY > 180)
    {
        RotateY = -(360 - RotateY);
    }
}

private void Rotation()
{
    RotateX += Input.GetAxis("Mouse X") * RorationSpeed;
    RotateY -= Input.GetAxis("Mouse Y") * RorationSpeed;
    RotateY = Mathf.Clamp(RotateY, MinYAxis, MaxYAxis);
    Camera.transform.localRotation = Quaternion.Euler(RotateY, 0f, 0f);
    transform.rotation = Quaternion.Euler(0f, RotateX, 0f);
}