1

我试图将我的球移动到一个固定的距离。为此,我使用了一些 Vector3 和 Lerping。

但是当我的对象旋转时,球仍然在同一个方向移动,而不是在我的 X 轴方向设置的新方向上。我在代码注释中添加了更多我想要完成的细节。

public float timeTakenDuringLerp = 1f;

/// <summary>
/// How far the object should move when 'UpArrow' is pressed
/// </summary>
public float distanceToMove = 7; //value can be change in unity

//Whether we are currently interpolating or not
private bool _isLerping;

//The start and finish positions for the interpolation
private Vector3 _startPosition;
private Vector3 _endPosition;

//The Time.time value when we started the interpolation
private float _timeStartedLerping;
Vector3 myVector;

/// <summary>
/// Called to begin the linear interpolation
/// </summary>

void StartLerping1()
{
    _isLerping = true;
    _timeStartedLerping = Time.time;

    //We set the start position to the current position, and the finish to 7 spaces in the 'forward' direction
    _startPosition = transform.position;

    myVector = new Vector3(1, 0, 0);
    _endPosition = transform.position + myVector * distanceToMove;
}

void Update()
{
    //When the user hits the up arrow, we start lerping
    if (Input.GetKey(KeyCode.UpArrow))
    {
        StartLerping1();
    }

    if (Input.GetKeyDown(KeyCode.RightArrow))
    {
        // THE ROTATION IS SUPPOSED TO HAPPEN, AND THE MOVEMENT SHOULD BE BASED ON THIS NEW DIRECTION
    }

}


//We do the actual interpolation in FixedUpdate(), since we're dealing with a rigidbody
    void FixedUpdate()
    {
        if (_isLerping)
        {
            //We want percentage = 0.0 when Time.time = _timeStartedLerping
            //and percentage = 1.0 when Time.time = _timeStartedLerping + timeTakenDuringLerp
            //In other words, we want to know what percentage of "timeTakenDuringLerp" the value
            //"Time.time - _timeStartedLerping" is.
            float timeSinceStarted = Time.time - _timeStartedLerping;
            float percentageComplete = timeSinceStarted / timeTakenDuringLerp;
        //Perform the actual lerping.  Notice that the first two parameters will always be the same
        //throughout a single lerp-processs (ie. they won't change until we hit the space-bar again
        //to start another lerp)
        transform.position = Vector3.Lerp(_startPosition, _endPosition, percentageComplete);

        //When we've completed the lerp, we set _isLerping to false
        if (percentageComplete >= 1.0f)
        {
            _isLerping = false;
        }
    }
}
4

1 回答 1

3

当你说

myVector = new Vector3(1, 0, 0); //you can short hand to myVector = Vector3.right

您在世界空间中声明一个指向右侧的向量(是的,(1, 0, 0) 是正确的,而不是向前),unity 将使用场景视图右上角的那个小轴作为应用您的参考移动,

旋转时不会改变。

你想要做的是使用游戏对象的变换作为参考,这是一个考虑旋转的局部空间坐标,而不是

myVector = Vector3.forward;

尝试

myVector = transform.forward;

并在该方向上应用运动。

于 2019-02-27T00:21:19.390 回答