[英]Unity Rotate Object to Change Direction
我有一條魚在屏幕上游來游去。 當它到達屏幕邊緣的 10% 以內時,我希望它開始轉身,直到它完全反轉並且現在朝相反的方向游動。 這應該更漸進,就像魚會游泳一樣。 我不希望它在自己的軸上旋轉。
我沒有任何運氣讓它轉身。 它只是部分轉動。
public class FishSwim : MonoBehaviour
{
public enum Direction { LeftToRight, RightToLeft };
public Direction moveDirection;
[SerializeField]
private float speedMin = 0.5f;
[SerializeField]
private float speedMax = 1f;
[SerializeField]
private bool useOnlySpeedMax = false;
private float speed;
[HideInInspector]
public float removeBeyond;
private void Start()
{
var dist = (transform.position - Camera.main.transform.position).z;
if (moveDirection == Direction.RightToLeft)
removeBeyond = Camera.main.ViewportToWorldPoint(new Vector3(1, 0, dist)).x;
else
removeBeyond = Camera.main.ViewportToWorldPoint(new Vector3(1, 0, dist)).x + FindObjectOfType<SkinnedMeshRenderer>().bounds.size.x;
}
private void OnEnable()
{
speed = Random.Range(speedMin, speedMax);
if (useOnlySpeedMax)
{
speed = speedMax;
}
if (moveDirection == Direction.RightToLeft)
{
speed = -speed;
}
}
// Update is called once per frame
void Update()
{
float realSpeed = speed * Time.deltaTime;
transform.position += Vector3.right * realSpeed;
if (moveDirection == Direction.RightToLeft && transform.position.x < -Mathf.Abs(removeBeyond))
{
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(Vector3.right), Time.deltaTime * 40f);
moveDirection = Direction.LeftToRight;
}
else if (moveDirection == Direction.LeftToRight && transform.position.x > Mathf.Abs(removeBeyond))
{
}
}
}
我會使用協程來做到這一點。 評論中的解釋:
bool isTurning = false;
[SerializeField] float turnPeriod = 0.5f; // how long it takes to turn, smaller=faster
private void OnEnable()
{
speed = Random.Range(speedMin, speedMax);
if (useOnlySpeedMax)
{
speed = speedMax;
}
// Get rid of negative speed
}
void Update()
{
float realDistance = speed * Time.deltaTime;
transform.position += transform.right * realDistance;
// Surely there is a better way than calculating
// Mathf.Abs(removeBeyond) every frame... but that is off-topic
if (!isTurning && (
(moveDirection == Direction.RightToLeft
&& transform.position.x < -Mathf.Abs(removeBeyond)
) || (moveDirection == Direction.LeftToRight
&& transform.position.x > Mathf.Abs(removeBeyond)
) ) )
{
// If we aren't already turning and we should be, start turning:
StartCoroutine(Turn());
}
}
IEnumerator Turn()
{
isTurning = true;
Vector3 startForward = transform.forward;
// find end speed and direction
Direction endDirection = moveDirection == Direction.RightToLeft ?
Direction.LeftToRight:Direction.RightToLeft;
// keep track of how much of our turning time has elapsed
float elapsedTimePortion = Time.deltaTime/turnPeriod;
// turn until you've spent enough time turning
while (elapsedTimePortion < 1f)
{
// by whatever portion we've spent time turning, turn starting forward
// 180 degrees around up axis
float angle = 180f * elapsedTimePortion;
Vector3 newForward = Quaternion.AngleAxis(angle, Vector3.up) * startForward;
transform.rotation = Quaternion.LookRotation(newForward);
yield return null;
// next frame - update how long we've been turning
float newElapsedTimePortion = elapsedTimePortion + Time.deltaTime/turnPeriod;
if (newElapsedTimePortion >= 0.5f && elapsedTimePortion < 0.5f)
{
// If we've just passed 50% of the turn,
// make fish move opposite direction
moveDirection = endDirection;
}
elapsedTimePortion = newElapsedTimePortion;
}
// we're done turning, just set the rotation to the end rotation.
isTurning = false;
transform.rotation = Quaternion.LookRotation(-startForward);
// Does removeBeyond need to be updated here? There are a few lines in Start()
// which would suggest that.
}
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