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在Unity中更改位置時,我的球員球發抖

[英]My player ball is shaking when it changes position in Unity

大家好,我的問題是標題。 基本上,當我按下播放鍵時,一切都OK,球開始上升而沒有晃動,但是當我開始滑動以更改位置時,球開始晃動。

我已經嘗試過其他操作,例如更改為FixedUpdate()或重置播放器,但是它沒有改變。 順便說一句,球上沒有動畫。 你能幫助我嗎?

這是帶有滑動參數的腳本:

public class Swipe : MonoBehaviour 
{
private const float DEADZONE = 100.0f;

public static Swipe Instance { set; get; }

private bool tap, swipeLeft, swipeRight, swipeUp, swipeDown;
private Vector2 startTouch, swipeDelta;

public bool Tap { get { return tap; } }
public Vector2 SwipeDelta { get { return swipeDelta; } }
public bool SwipeLeft { get { return swipeLeft; } }
public bool SwipeRight { get { return swipeRight; } }
public bool SwipeUp { get { return swipeUp; } }
public bool SwipeDown { get { return swipeDown; } }

private void Awake()
{
    Instance = this;
}

private void Update()
{
    // Reseting all the booleans
    tap = swipeLeft = swipeRight = swipeDown = swipeUp = false;

    #region Stadalone Inputs
    if (Input.GetMouseButtonDown(0))
    {
        tap = true;
        startTouch = Input.mousePosition;
    }
    else if (Input.GetMouseButtonUp(0))
    {
        startTouch = swipeDelta = Vector2.zero;
    }
    #endregion

    #region Mobile Inputs
    if (Input.touches.Length != 0)
    {
        if (Input.touches[0].phase == TouchPhase.Began)
        {
            tap = true;
            startTouch = Input.mousePosition;
        }
        else if (Input.touches[0].phase == TouchPhase.Ended || Input.touches[0].phase == TouchPhase.Canceled)
        {
            startTouch = swipeDelta = Vector2.zero;
        }
    }
    #endregion

    // Calculate The Distance
    swipeDelta = Vector2.zero;
    if (startTouch != Vector2.zero)
    {
        if (Input.touches.Length != 0)
        {
            swipeDelta = Input.touches[0].position - startTouch;
        }
        else if (Input.GetMouseButton(0))
        {
            swipeDelta = (Vector2)Input.mousePosition - startTouch;
        }
    } 

    // Did we cross the deadzone ?
    if (swipeDelta.magnitude > DEADZONE)
    {
        // Which direction ?
        float x = swipeDelta.x;
        float y = swipeDelta.y;

        if (Mathf.Abs(x) > Mathf.Abs(y))
        {
            // Left or Right
            if (x < 0)
                swipeLeft = true;
            else
                swipeRight = true;
        }
        else
        {
            // Up or Down
            if (y < 0)
                swipeDown = true;
            else
                swipeUp = true;
        }

        startTouch = swipeDelta = Vector2.zero;
    }
}   
}

這是Update()或( FixedUpdate()的腳本的一部分,它不會改變任何內容),用於使它在播放器上向一側或另一側移動:

 // Gather the inputs in which tube we should be
    if (Swipe.Instance.SwipeLeft)
        MoveTube(false);
    if (Swipe.Instance.SwipeRight)
        MoveTube(true);


    // Calculate where we should be in the future
    Vector3 targetPosition = transform.position.y * Vector3.up;
    if (desiredTube == 0)
        targetPosition += Vector3.left * TUBE_DISTANCE;
    else if (desiredTube == 2)
        targetPosition += Vector3.right * TUBE_DISTANCE; 

    // Let's calculate our move delta
    Vector3 moveVector = Vector3.zero;
    moveVector.x = (targetPosition - transform.position).normalized.x * speed;
    moveVector.y = speed;

    // Move the ball
    controller.Move(moveVector * Time.deltaTime);

}

private void MoveTube(bool goingRight)
{
    desiredTube += (goingRight) ? 1 : -1;
    desiredTube = Mathf.Clamp(desiredTube, 0, 2);
}

我相信您可能在這里遇到問題:

// Gather the inputs in which tube we should be
    if (Swipe.Instance.SwipeLeft)
        MoveTube(false);
    if (Swipe.Instance.SwipeRight)
        MoveTube(true);

由於Update()每幀調用一次,所以這意味着每秒將檢查幾次。 因此,它每秒可能會改變播放器的位置幾次,從而產生您提到的這種震動效果。

您可以嘗試限制播放器每秒滑動的時間。

private float SwipeRate = 0.1f;
private float NextSwipe = 0.0f;

Update(){

    if (Swipe.Instance.SwipeLeft && Time.time > NextSwipe)
    {
        NextSwipe = Time.time+SwipeRate;
        MoveTube(false);
    }
    if (Swipe.Instance.SwipeRight && Time.time > NextSwipe)
    {
        NextSwipe = Time.time+SwipeRate;
        MoveTube(true);
    }

}

編輯:

private void MoveTube(bool goingRight)
{
    desiredTube += (goingRight) ? 1 : -1;
    desiredTube = Mathf.Clamp(desiredTube, 0, 2);

// Calculate where we should be in the future
    Vector3 targetPosition = transform.position.y * Vector3.up;
    if (desiredTube == 0)
        targetPosition += Vector3.left * TUBE_DISTANCE;
    else if (desiredTube == 2)
        targetPosition += Vector3.right * TUBE_DISTANCE; 

    // Let's calculate our move delta
    Vector3 moveVector = Vector3.zero;
    moveVector.x = (targetPosition - transform.position).normalized.x * speed;
    moveVector.y = speed;

    // Move the ball
    controller.Move(moveVector * Time.deltaTime);
}

我找到了解決問題的方法。 因此,基本上,我使用相同的速度變量在x和y軸上移動我的球,看來這為統一帶來了一些“切換問題”。 因此,我只是為速度創建了2個不同的變量,並解決了此類錯誤。

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