[英]How do I change my direction towards rotation angle at all times?
I have this script below and I want my player to always move towards the rotation angle, which doesn't happen.我在下面有这个脚本,我希望我的玩家总是朝着旋转角度移动,这不会发生。 It only changes direction when I click.
只有当我点击时它才会改变方向。
My purpose is for the player to move at all times and towards the rotation which should be controlled by mouse position/mouse x axis (kind of like auto-run, but always change rotation based on mouse, not just move right or left).我的目的是让玩家始终移动并朝着应该由鼠标位置/鼠标 x 轴控制的旋转(有点像自动运行,但总是根据鼠标改变旋转,而不仅仅是向右或向左移动)。
I've tried about 10 different methods, nothing worked so far...我已经尝试了大约 10 种不同的方法,到目前为止没有任何效果......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MovementController : MonoBehaviour
{
public float speed = 4;
public float rot = 0f;
public float rotSpeed = 80;
public float gravity = 8;
private Camera cam;
Vector3 moveDir = Vector3.zero;
CharacterController controller;
Animator anim;
// Start is called before the first frame update
void Start()
{
controller = GetComponent<CharacterController> ();
anim = GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
float horizontalSpeed = 8.0f;
//Get the mouse delta. This is not in the range -1...1
float h = horizontalSpeed * Input.GetAxis("Mouse X");
float z = horizontalSpeed * Input.GetAxis("Mouse Y");
transform.Rotate(0, h, 0);
//Move Input
if(controller.isGrounded){
if(Input.GetMouseButtonUp(1))
{
anim.SetInteger ("condition", 1);
moveDir = new Vector3 (0,0,1) * speed;
// moveDir *= speed;
moveDir = transform.TransformDirection(moveDir);
}
if(Input.GetMouseButtonDown(1))
{
anim.SetInteger("condition", 0);
moveDir = Vector3.zero;
}
}
moveDir.y -= gravity * Time.deltaTime;
controller.Move(moveDir * Time.deltaTime);
}
} }
Transform.LookAt Just get a cursor position and that's it Transform.LookAt只要得到一个 cursor position 就可以了
Vector3 direction = target.position - player.transform.position;
Quaternion finalPlayerRotation = Quaternion.LookRotation(direction);
player.transform.rotation = finalPlayerRotation;
This also works in some cases:这在某些情况下也有效:
Vector3 direction = target.position - player.transform.position;
player.transform.right /*You may need to change the Right to upper, -upper, -Right depend on the player rotation and the target position*/ = direction;
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