我正在尝试根据计时器在两个对象之间制作目标lerp。
目前,我有以下代码:
float distCovered = (Time.time - waitTime) * speed;
float fracJourney = distCovered / journeyLength;
if (_moveDown == false)
{
if (startTime + waitTime < Time.time)
{
transform.position = Vector3.Lerp(start.position, end.position, fracJourney);
if (transform.position == end.position)
{
Debug.Log("going down");
_moveDown = true;
transform.position = Vector3.Lerp(end.position, start.position, fracJourney);
}
}
}
if (_moveDown == true)
{
float distCovered1 = (Time.time - goDowntimer) * speed;
float fracJourney1 = distCovered1 / journeyLength;
transform.position = Vector3.Lerp(end.position, start.position, fracJourney1);
if (transform.position == start.position)
{
Debug.Log("going up");
// waitTime = 20;
_moveDown = false;
}
}
此代码位于我的更新功能中,并附加到我想要上下移动的每个对象中。每个对象都能够独立于其他对象设置等待时间,因此我可以在5秒后进行1次移动,在10次后进行另一次等等。
然后,每个目标等待几秒钟然后向下移动。然而,运动不平滑并且倾向于跳跃设定距离。但是,当它回到谷底时,它会在_movedown bool和不会移动之间疯狂。
有谁知道我可以解决这些问题的方法?
我知道Mathf.PingPong方法不断地将对象在两点之间移回,但这不允许我在每个部分暂停移动。但是,如果有人知道我可以这样做的方式,请告诉我。
答案 0 :(得分:1)
这是对代码的快速破解。它可能更干净但它应该在紧要关头。我已经替换OP,如果/然后阻止w /'direction'变量,指示我们是从开始到结束还是结束到开始。
Vector3.Lerp ()在[0,1]范围内取 t 值,从起点到终点的距离为<%>。如果要反转该方向,您需要做的就是从1中减去,使范围变为[1,0](反向)。这就是我正在做的所有方向_ 。一旦fracJourney超出范围,我们就会切换方向,触发暂停,并重置主计时器。
我将暂停代码放在更新()中以将其与移动代码分开,但没有任何理由将两个代码块都放在 FixedUpdate 中()或更新()。
此示例是Vector3.Lerp documentation:
中的示例的修改版本// additional data members beyond Vector3.Lerp's documentation
public float PauseTime = 2.0f;
int direction_ = 1;
bool doPause_ = false;
void Update(){
float elapsedTime = Time.time - startTime;
// if the elapsed time has exceeded the pause time and we're paused
// unpause and reset the startTime;
if(elapsedTime > PauseTime && doPause_){
doPause_ = false;
startTime = Time.time;
}
}
void FixedUpdate(){
if(doPause_)return;
float distCovered = (Time.time - startTime) * Speed;
float fracJourney = distCovered / journeyLength;
// +direction means we are going from [0,1], -direction means [1,0]
fracJourney = (direction_>0)?fracJourney:1.0f-fracJourney;
transform.position = Vector3.Lerp(StartPt.position, EndPt.position, fracJourney);
// When fracJourney is not in [0,1], flip direction and pause
if(fracJourney > 1.0 || fracJourney < 0.0){
direction_ = -direction_;
startTime = Time.time;
doPause_ = true;
}
}
我的'方向'成员可能很容易成为一个布尔,但我喜欢有签名方向用于其他目的。
答案 1 :(得分:0)
试试这个:
transform.position = Vector3.Lerp(start.position, end.position, fracJourney * Time.deltaTime);
甚至可能是这样:
transform.position = Vector3.Lerp(start.position, end.position, speed * Time.deltaTime);
x * Time.deltaTime就是这样的情况基本上指示移动方法以每秒x米的速度移动对象。如果没有deltaTime,它会以每帧x米的速度执行这些移动。
答案 2 :(得分:0)
在下面添加了一些评论,可以帮助您澄清您的意图。
float distCovered = (Time.time - waitTime) * speed;
float fracJourney = distCovered / journeyLength;
// Going up...
if (_moveDown == false)
{
// Should we be checking this in the other half of the statement too?
// Or, outside the conditional altogether?
if (startTime + waitTime < Time.time)
{
transform.position = Vector3.Lerp(start.position, end.position, fracJourney);
if (transform.position == end.position)
{
Debug.Log("going down");
// The way this is structured, we're going to *immediately* fall into the
// following block, even if that's not your intended behavior.
_moveDown = true;
// Going down, but with the fracJourney value as though we were going up?
transform.position = Vector3.Lerp(end.position, start.position, fracJourney);
}
}
}
// As noted above, we're going to fall directly into this block on the current pass,
// since there's no *else* to differentiate them.
if (_moveDown == true)
{
// Doesn't follow the same pattern as in the previous block, though that may be intended
float distCovered1 = (Time.time - goDowntimer) * speed;
float fracJourney1 = distCovered1 / journeyLength;
transform.position = Vector3.Lerp(end.position, start.position, fracJourney1);
if (transform.position == start.position)
{
Debug.Log("going up");
// waitTime = 20;
_moveDown = false;
// Should there be a Lerp here, as above, to start heading back the other way again? Or, do you need to remove the other one?
}
}