[英]Variable * Time.deltaTime always return just Time.deltaTime
當鼠標在邊界上時,我當前正在為屏幕平移編寫代碼。 該代碼可以工作,但是無論浮動速度值如何,它都以相同的速度滾動(我嘗試了諸如3000000這樣的巨大值來進行檢查),根據我在線檢查的內容,我正確地使用了Time.deltaTime,所以我沒有知道發生了什么事。
public static bool isOnMap = true;
public GameObject CameraObject;
public int Boundary = 50; // distance from edge scrolling starts
public float speed = 1f;
private int theScreenWidth;
private int theScreenHeight;
public static float MapWidth;
public static float MapHeight;
public float Velocity ()
{
float velocity;
velocity = speed * Time.smoothDeltaTime;
Debug.Log(velocity);
return velocity;
}
void Start()
{
theScreenWidth = Screen.width;
theScreenHeight = Screen.height;
}
void Update()
{
//mouse
#region
if (isOnMap && Input.mousePosition.x > theScreenWidth - Boundary)
{
if (transform.position.x >= MapWidth)
{
return;
}
else
{
transform.position = new Vector3(transform.position.x + Velocity(), transform.position.y, transform.position.z);
}
}
if (isOnMap && Input.mousePosition.x < 0 + Boundary)
{
if (transform.position.x <= 5)
{
return;
}
else
{
transform.position = new Vector3(transform.position.x - Velocity(), transform.position.y, transform.position.z);
}
}
if (isOnMap && Input.mousePosition.y > theScreenHeight - Boundary)
{
if (transform.position.y >= MapHeight + 5)
{
return;
}
else
{
transform.position = new Vector3(transform.position.x, transform.position.y + Velocity(), transform.position.z);
}
}
if (isOnMap && Input.mousePosition.y < 0 + Boundary)
{
if (transform.position.y <= 0)
{
return;
}
else
{
transform.position = new Vector3(transform.position.x, transform.position.y - Velocity(), transform.position.z);
}
}
}
如下更改。 也可以將speed
從1
更改為整體速度。
public float Velocity ()
{
return speed * Time.deltaTime;
}
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