[英]Player movement starts after a few seconds after pressing the button
我正在學習有關Unity 5的教程,以創建一個簡單的隱形游戲。
我按照說明創建了控制播放器運動的腳本。 當我測試游戲時,我注意到玩家按下按鈕后需要幾秒鍾 才能移動 。
好像在移動之前應該等待Quaternion.Lerp
執行的旋轉的結論。
同時按下x按鈕也應引起尖叫,以引起注意並進行適當的動畫處理。它可以發出聲音,但動畫沒有完成 ..在我進行的多次測試中僅執行了一次。
public class PlayerMovement : MonoBehaviour
{
public AudioClip shoutingClip; // Audio clip of the player shouting.
public float turnSmoothing = 15f; // A smoothing value for turning the player.
public float speedDampTime = 0.1f; // The damping for the speed parameter
private Animator anim; // Reference to the animator component.
private HashIDs hash; // Reference to the HashIDs.
void Awake ()
{
// Setting up the references.
anim = GetComponent<Animator>();
hash = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<HashIDs>();
// Set the weight of the shouting layer to 1.
anim.SetLayerWeight(1, 1f);
}
void FixedUpdate ()
{
// Cache the inputs.
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
bool sneak = Input.GetButton("Sneak");
MovementManagement(h, v, sneak);
}
void Update ()
{
// Cache the attention attracting input.
bool shout = Input.GetButtonDown("Attract");
// Set the animator shouting parameter.
anim.SetBool(hash.shoutingBool, shout);
AudioManagement(shout);
}
void MovementManagement (float horizontal, float vertical, bool sneaking)
{
// Set the sneaking parameter to the sneak input.
anim.SetBool(hash.sneakingBool, sneaking);
// If there is some axis input...
if(horizontal != 0f || vertical != 0f)
{
// ... set the players rotation and set the speed parameter to 5.5f.
Rotating(horizontal, vertical);
anim.SetFloat(hash.speedFloat, 5.5f, speedDampTime, Time.deltaTime);
}
else
// Otherwise set the speed parameter to 0.
anim.SetFloat(hash.speedFloat, 0);
}
void Rotating (float horizontal, float vertical)
{
// Create a new vector of the horizontal and vertical inputs.
Vector3 targetDirection = new Vector3(horizontal, 0f, vertical);
// Create a rotation based on this new vector assuming that up is the global y axis.
Quaternion targetRotation = Quaternion.LookRotation(targetDirection, Vector3.up);
// Create a rotation that is an increment closer to the target rotation from the player's rotation.
Quaternion newRotation = Quaternion.Lerp(GetComponent<Rigidbody>().rotation, targetRotation, turnSmoothing * Time.deltaTime);
// Change the players rotation to this new rotation.
GetComponent<Rigidbody>().MoveRotation(newRotation);
}
void AudioManagement (bool shout)
{
// If the player is currently in the run state...
if(anim.GetCurrentAnimatorStateInfo(0).nameHash == hash.locomotionState)
{
// ... and if the footsteps are not playing...
if(!GetComponent<AudioSource>().isPlaying)
// ... play them.
GetComponent<AudioSource>().Play();
}
else
// Otherwise stop the footsteps.
GetComponent<AudioSource>().Stop();
// If the shout input has been pressed...
if(shout)
// ... play the shouting clip where we are.
AudioSource.PlayClipAtPoint(shoutingClip, transform.position);
}
}
我是團結的新手,所以我可能需要更多說明。 謝謝大家!
第一個問題,延遲播放器的運動,可能是因為線路
anim.SetFloat(hash.speedFloat, 5.5f, speedDampTime, Time.deltaTime);
潛在的問題是您正在調用Time.deltaTime ,它打算在update()調用中使用。 您的函數在fixedUpdate()內部被調用,這意味着您應該使用Time.fixedDeltaTime 。
對於第二個問題,大喊大叫,代碼看起來不錯,並且該問題很可能在動畫樹中。 在喊叫之前,請檢查您所處的狀態是否可以轉換為喊叫,然后檢查觸發是否正確。
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