[英]How do I jump a fix distance in Unity 3d?
我有一個控制器,可以對角移動對象。 左箭頭應將播放器向前和向左移動45度,右箭頭應向右相同。 我想將播放器相對移動到當前位置。 現在它相對移動到點(0,0,0)。
我的代碼:
public class JollyJumper : MonoBehaviour {
protected CharacterController control;
public float fTime = 1.5f; // Hop time
public float fRange = 5.0f; // Max dist from origin
public float fHopHeight = 2.0f; // Height of hop
private Vector3 v3Dest;
private Vector3 v3Last;
private float fTimer = 0.0f;
private bool moving = false;
private int number= 0;
private Vector2 direction;
public virtual void Start () {
control = GetComponent<CharacterController>();
if(!control){
Debug.LogError("No Character Controller");
enabled=false;
}
}
void Update () {
if (fTimer >= fTime&& moving) {
var playerObject = GameObject.Find("Player");
v3Last = playerObject.transform.position;
Debug.Log(v3Last);
v3Dest = direction *fRange;
//v3Dest = newVector* fRange + v3Last;
v3Dest.z = v3Dest.y;
v3Dest.y = 0.0f;
fTimer = 0.0f;
moving = false;
}
if(Input.GetKeyDown(KeyCode.LeftArrow)){
moving = true;
direction = new Vector2(1.0f, 1.0f);
number++;
}
if(Input.GetKeyDown(KeyCode.RightArrow)){
moving = true;
direction = new Vector2(-1.0f, 1.0f);
number++;
}
if(moving){
Vector3 v3T = Vector3.Lerp (v3Last, v3Dest, fTimer / fTime);
v3T.y = Mathf.Sin (fTimer/fTime * Mathf.PI) * fHopHeight;
control.transform.position = v3T;
fTimer += Time.deltaTime;
}
}
}
如何解決呢? 有任何想法嗎? 非常感謝!
簡短的答案是:您對要跳轉到的兩個位置進行了硬編碼:點(1,1)和(-1,1)。 每次開始跳躍時,您都應該創建新的Vector。 更換每個
direction = new Vector2(1.0f, 1.0f);
用這一行:
v3Dest = transform.position + new Vector3(1.0f, 0, 1) * fRange;
它應該工作。
在進行此操作時,我還需要指出其他一些事項:
v3T
永遠不會等於v3Dest
(您永遠不會真正到達目的地),因為您早先切換了moving
標志。 跳轉結束后, v3Dest
位置明確設置為v3Dest
。 您可以使用以下代碼來避免這些問題:
using System.Collections;
using UnityEngine;
public class Jumper : MonoBehaviour
{
#region Set in editor;
public float jumpDuration = 0.5f;
public float jumpDistance = 3;
#endregion Set in editor;
private bool jumping = false;
private float jumpStartVelocityY;
private void Start()
{
// For a given distance and jump duration
// there is only one possible movement curve.
// We are executing Y axis movement separately,
// so we need to know a starting velocity.
jumpStartVelocityY = -jumpDuration * Physics.gravity.y / 2;
}
private void Update()
{
if (jumping)
{
return;
}
else if (Input.GetKeyDown(KeyCode.LeftArrow))
{
// Warning: this will actually move jumpDistance forward
// and jumpDistance to the side.
// If you want to move jumpDistance diagonally, use:
// Vector3 forwardAndLeft = (transform.forward - transform.right).normalized * jumpDistance;
Vector3 forwardAndLeft = (transform.forward - transform.right) * jumpDistance;
StartCoroutine(Jump(forwardAndLeft));
}
else if (Input.GetKeyDown(KeyCode.RightArrow))
{
Vector3 forwardAndRight = (transform.forward + transform.right) * jumpDistance;
StartCoroutine(Jump(forwardAndRight));
}
}
private IEnumerator Jump(Vector3 direction)
{
jumping = true;
Vector3 startPoint = transform.position;
Vector3 targetPoint = startPoint + direction;
float time = 0;
float jumpProgress = 0;
float velocityY = jumpStartVelocityY;
float height = startPoint.y;
while (jumping)
{
jumpProgress = time / jumpDuration;
if (jumpProgress > 1)
{
jumping = false;
jumpProgress = 1;
}
Vector3 currentPos = Vector3.Lerp(startPoint, targetPoint, jumpProgress);
currentPos.y = height;
transform.position = currentPos;
//Wait until next frame.
yield return null;
height += velocityY * Time.deltaTime;
velocityY += Time.deltaTime * Physics.gravity.y;
time += Time.deltaTime;
}
transform.position = targetPoint;
yield break;
}
}
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