我已经花了一些时间在一个CharacterController
上工作(这是目前的代码):
using UnityEngine;
[RequireComponent(typeof(CharacterController))]
class MomentumMovement : MonoBehaviour
{
public GameObject playerCamera;
public GameObject playerModel;
CharacterController controller;
float speed = 400f;
Vector3 lastVelocity;
void Start()
{
controller = GetComponent<CharacterController>();
lastVelocity = controller.velocity;
}
Vector3 ScaleDirectionVector(Vector3 direction)
{
float multiplier = 1 / (Mathf.Abs(direction.x) + Mathf.Abs(direction.z));
return new Vector3(
direction.x * multiplier,
0,
direction.z * multiplier
);
}
void Move()
{
Vector3 moveVector = ScaleDirectionVector(playerCamera.transform.forward) * Input.GetAxis("Vertical");
moveVector += ScaleDirectionVector(playerCamera.transform.right) * Input.GetAxis("Horizontal");
moveVector *= speed * Time.deltaTime;
controller.SimpleMove(moveVector);
playerModel.transform.position = transform.position;
}
void RotateToVelocity()
{
Vector3 lookAt = transform.position + controller.velocity.normalized;
Vector3 targetPostition = new Vector3(lookAt.x, transform.position.y, lookAt.z);
if (targetPostition - transform.position != Vector3.zero)
{
Quaternion q = Quaternion.LookRotation(targetPostition - transform.position);
transform.rotation = Quaternion.RotateTowards(transform.rotation, q, 500 * Time.deltaTime);
}
}
Vector3 CalculateTilt(Vector3 acceleration)
{
return new Vector3(
acceleration.z,
0,
acceleration.x
);
}
void TiltToAcceleration()
{
Vector3 centerOfMass = controller.center + controller.transform.position;
Vector3 acceleration = controller.velocity / Time.deltaTime - lastVelocity;
Vector3 tilt = CalculateTilt(acceleration);
Quaternion targetRotation = Quaternion.Euler(transform.eulerAngles + tilt);
playerModel.transform.rotation = Quaternion.Lerp(playerModel.transform.rotation, targetRotation, 10 * Time.deltaTime);
}
void FixedUpdate()
{
Move();
RotateToVelocity();
TiltToAcceleration();
lastVelocity = controller.velocity / Time.deltaTime;
}
}
我遇到了几天的问题,要在玩家模型上添加“加速倾斜”效果。
需要注意的是脚本附加在一个带有CharacterController的GameObject上,而playerModel是场景中的一个独立对象,我试图通过这种方式防止一些局部-全局旋转问题(我可能在这里错了)
由于某种原因(这是最好的代码变体),只有当朝着正向z加速时,加速倾斜才看起来正确。
现在,我知道这与三角函数有关,但我已经尝试了许多
Sin(transform.eulerAngles.y)或Cos(transform.eulerAngles.y)* something
的计算变化,但仍然无法使其正常工作。
请问有人能指出我的错误吗?谢谢大家。
注意: 模型移动中也存在奇怪的抖动,如果有人能帮我解决这个问题,那就太好了。