游戏开始时,从数组中选择一个随机航路点。然后,摄像头应旋转以面对所选的随机航点,并开始向其移动。
摄像机到达航点后,应等待3秒钟,然后旋转到正面并朝下一个随机航点移动。
我遇到的问题是CREATE TABLE ETMP_TESTE AS
SELECT *
FROM SAJ.EASJOBJETO
WHERE 1 = 0;
。照相机在开始向第一个航点移动之前不会旋转。相反,它向后移向第一个航路点。然后,当它到达航路点时,它会等待3秒钟旋转并移向下一个航路点。
除了相机不会旋转以面对第一个选定的随机航点之外,它都工作正常。它正在向后移动,而没有先旋转面对它。
这是我的代码:
Start()
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Waypoints : MonoBehaviour
{
public GameObject[] waypoints;
public GameObject player;
public float speed = 5;
public float WPradius = 1;
public LookAtCamera lookAtCam;
private int current = 0;
private bool rot = false;
public void Init()
{
waypoints = GameObject.FindGameObjectsWithTag("Target");
if(waypoints.Length > 0)
{
StartCoroutine(RotateFacingTarget(waypoints[UnityEngine.Random.Range(0, waypoints.Length)].transform));
}
}
void Update()
{
if (waypoints.Length > 0)
{
if (Vector3.Distance(waypoints[current].transform.position, transform.position) < WPradius)
{
current = UnityEngine.Random.Range(0, waypoints.Length);
rot = false;
StartCoroutine(RotateFacingTarget(waypoints[current].transform));
if (current >= waypoints.Length)
{
current = 0;
}
}
if (rot)
transform.position = Vector3.MoveTowards(transform.position, waypoints[current].transform.position, Time.deltaTime * speed);
}
}
IEnumerator RotateFacingTarget(Transform target)
{
yield return new WaitForSeconds(3);
lookAtCam.target = target;
rot = true;
}
}
我该如何解决?
答案 0 :(得分:2)
我们假设正在调用Waypoints.Init()
,并且您的waypoints
变量的数组为3。
Waypoints.Init()
启动协程
Slerp
面向镜头位置的相机目标Update
在其第一帧显示waypoints.Length > 0 == true
rot
为假,因此它不会移动现在,您正在等待3秒钟,没有旋转,也没有移动。
rot
现在在轮换开始时为true,因此您的Update
方法也开始向目标移动在操作顺序的工作方式上似乎没有逻辑。如果需要按照您的描述进行操作,我建议您对目标进行不同的操作。
我已经使用枚举实现了以下内容:
public class Waypoints : MonoBehaviour
{
private GameObject[] waypoints;
private Transform currentWaypoint;
private enum CameraState
{
StartRotating,
Rotating,
Moving,
Waiting
}
private CameraState cameraState;
public GameObject player;
public float speed = 5;
public float WPradius = 1;
public LookAtCamera lookAtCam;
private int current = 0;
private bool isCameraRotating = false;
void Start()
{
cameraState = CameraState.StartRotating;
}
void Update()
{
switch (cameraState)
{
// This state is used as a trigger to set the camera target and start rotation
case CameraState.StartRotating:
{
// Sanity check in case the waypoint array was set to length == 0 between states
if (waypoints.Length == 0)
break;
// Tell the camera to start rotating
currentWaypoint = waypoints[UnityEngine.Random.Range(0, waypoints.Length)].transform;
lookAtCam.target = currentWaypoint;
cameraState = CameraState.Rotating;
break;
}
// This state only needs to detect when the camera has completed rotation to start movement
case CameraState.Rotating:
{
if (lookAtCam.IsFinishedRotating)
cameraState = CameraState.StartMoving;
break;
}
case CameraState.Moving:
{
// Move
transform.position = Vector3.MoveTowards(transform.position, currentWaypoint.position, Time.deltaTime * speed);
// Check for the Waiting state
if (Vector3.Distance(currentWaypoint.position, transform.position) < WPradius)
{
// Set to waiting state
cameraState = CameraState.Waiting;
// Call the coroutine to wait once and not in CameraState.Waiting
// Coroutine will set the next state
StartCoroutine(WaitForTimer(3));
}
break;
}
case CameraState.Waiting:
// Do nothing. Timer has already started
break;
}
}
IEnumerator WaitForTimer(float timer)
{
yield return new WaitForSeconds(timer);
cameraState = CameraState.StartRotating;
}
public void RefreshWaypoints()
{
waypoints = GameObject.FindGameObjectsWithTag("Target");
}
}
public class LookAtCamera : MonoBehaviour
{
// Values that will be set in the Inspector
public Transform target;
public float RotationSpeed;
private float timer = 0.0f;
public bool IsRotationFinished
{
get { return timer > 0.99f; }
}
// Update is called once per frame
void Update()
{
if (target != null && timer < 0.99f)
{
// Rotate us over time according to speed until we are in the required rotation
transform.rotation = Quaternion.Slerp(transform.rotation,
Quaternion.LookRotation((target.position - transform.position).normalized),
timer);
timer += Time.deltaTime * RotationSpeed;
}
}
}