我正在使用FPS控制器,由于某些原因,当我打游戏时,将其旋转到90时,播放器会一直沿y轴旋转到0。我很确定这与相机有关,如果有帮助缩小范围。
代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
Animator anim;
float RotateX;
float RotateY;
public static bool GamePaused;
[SerializeField]
[Header("Game Objects")]
public GameObject Camera;
[Header("Movement Settings")]
public float WalkSpeed = 5.0f;
[Header("Rotation Settings")]
public float RorationSpeed = 3.0f;
public float MaxYAxis = 60.0f;
public float MinYAxis = -48.0f;
private void Start()
{
anim = GetComponent<Animator>();
}
void Update()
{
Rotation();
Movement();
}
void Rotation()
{
RotateX += Input.GetAxis("Mouse X") * RorationSpeed;
RotateY += Input.GetAxis("Mouse Y") * RorationSpeed;
RotateY = Mathf.Clamp(RotateY, MinYAxis, MaxYAxis);
Camera.transform.localRotation = Quaternion.Euler(-RotateY, 0f, 0f);
transform.rotation = Quaternion.Euler(0f, RotateX, 0f);
}
void Movement()
{
transform.Translate(Vector3.forward * Input.GetAxis("Vertical") * WalkSpeed * Time.deltaTime);
transform.Translate(Vector3.right * Input.GetAxis("Horizontal") * WalkSpeed * Time.deltaTime);
}
}
答案 0 :(得分:1)
它实际上与您的Rotation
方法有关。
游戏将在开始时调用Update
方法,而该方法将调用Rotation
方法。在其中,您可以更新旋转的值,在游戏开始时该值将为0.0,并且在输入轴上不进行任何移动,因此开始时不进行任何旋转,最后您将旋转值更新为0.0,重新设置您在编辑器。
您想要做的是使摄像机或控制器旋转RotateY
或RotateX
度。像这样:
void Rotation()
{
RotateX = Input.GetAxis("Mouse X") * RorationSpeed;
RotateY = Input.GetAxis("Mouse Y") * RorationSpeed;
RotateY = Mathf.Clamp(RotateY, MinYAxis, MaxYAxis);
Camera.transform.Rotate(new Vecto3(-RotateY, 0f, 0f));
transform.Rotate(new Vector3(0f, RotateX, 0f));
}
答案 1 :(得分:1)
在Update
的第一次调用中,GetAxis("Mouse X")
返回0
,因此
transform.rotation = Quaternion.Euler(0f, RotateX, 0f);
将轮换重置为0, 0, 0
。
您应该只存储初始旋转次数
private void Awake()
{
RotateX = transform.rotation.eulerAngles.y;
RotateY = Camera.transform.localRotation.eulerAngles.x;
if (RotateY > 180)
{
RotateY = -(360 - RotateY);
}
}
private void Rotation()
{
RotateX += Input.GetAxis("Mouse X") * RorationSpeed;
RotateY -= Input.GetAxis("Mouse Y") * RorationSpeed;
RotateY = Mathf.Clamp(RotateY, MinYAxis, MaxYAxis);
Camera.transform.localRotation = Quaternion.Euler(RotateY, 0f, 0f);
transform.rotation = Quaternion.Euler(0f, RotateX, 0f);
}