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为什么玩家要穿过墙壁的地板门?

[英]Why the Player is walking through walls floor doors?

MouseLook脚本:

using UnityEngine;
using System.Collections;

/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
///   -> A CharacterMotor and a CharacterController component will be automatically added.

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {

    public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
    public RotationAxes axes = RotationAxes.MouseXAndY;
    private float sensitivityX = 5f;
    private float sensitivityY = 5f;

    private float minimumX = 0f;
    private float maximumX = 360f;

    private float minimumY = -30f;
    private float maximumY = 45f;

    private float rotationY = 0f;

    void Update ()
    {
        if (axes == RotationAxes.MouseXAndY)
        {
            float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;

            rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
            rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);

            transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
        }
        else if (axes == RotationAxes.MouseX)
        {
            transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
        }
        else
        {
            rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
            rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);

            transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
        }
    }

    void Start ()
    {
        // Make the rigid body not change rotation
        if (GetComponent<Rigidbody>())
            GetComponent<Rigidbody>().freezeRotation = true;
    }
}

控制器脚本:

using UnityEngine;
using System.Collections;

//[RequireComponent (typeof (Rigidbody))]
//[RequireComponent (typeof (BoxCollider))]

public class PlayerController : MonoBehaviour {

    private void Update()
    {
        var x = Input.GetAxis("Horizontal") * Time.deltaTime * 150.0f;
        var z = Input.GetAxis("Vertical") * Time.deltaTime * 3.0f;

        transform.Rotate(0, x, 0);
        transform.Translate(0, 0, z);
    }
}

例如,当我使用鼠标看向地板并向前移动时,播放器将在地板上移动。

我正在使用盒式对撞机,并且还尝试添加了网格对撞机,但到目前为止没有帮助。

NAVI附加了一个刚体组件。 我还有一个固定到播放器上的刚体,然后他没有穿过地板,但是刚体在门上出现了问题。 刚体可以快速多次打开/关闭门。

播放器

为了防止两个对撞机相互碰撞,您将有两个选择:

1。使用射线投射检测墙壁,然后手动调整对象的位置或停止移动播放器。

2.使用Rigidbody.MovePosition自动处理碰撞,然后使用Rigidbody.MovePositionRigidbody.MoveRotation移动和旋转对象,而不是当前代码中使用的transform.Translatetransform.Rotate


我更喜欢#2,因为它更容易编码且更可靠。 只需将Rigidbody和对撞机附加到玩家身上即可。 还将对撞机固定在墙壁和地板上。 下面的代码应移动播放器,并且不会穿过墙壁。

public bool useWorldSpace;
public Rigidbody rb;
public float speed = 18;

public void Update()
{
    float h = Input.GetAxisRaw("Horizontal");
    float v = Input.GetAxisRaw("Vertical");

    //Movement
    Vector3 tempVect = new Vector3(0, 0, v);
    tempVect = tempVect.normalized * speed * Time.deltaTime;

    if (useWorldSpace)
        tempVect = transform.position + tempVect;
    else
        tempVect = transform.position + transform.TransformDirection(tempVect);


    rb.MovePosition(tempVect);

    //Rotation
    Vector3 angle = new Vector3(0, 100, 0);
    Quaternion deltaRot = Quaternion.Euler(angle * h * Time.deltaTime);
    rb.MoveRotation(rb.rotation * deltaRot);
}

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