使用C#在Unity 3D中进行车轮转向

时间:2014-09-04 17:36:40

标签: c# unity3d monodevelop

在C#中编写脚本时我很新,而且我已经在这几天遇到了这个问题。我制作了这个脚本,以便我的汽车可以在地图中移动,并且车轮在Z轴上旋转。脚本:

using UnityEngine;
using System.Collections;

public class CarMovement : MonoBehaviour
{
    public Transform wheelFLTrans;
    public Transform wheelFRTrans;
    public Transform wheelBRTrans;
    public Transform wheelBLTrans;
    public float MotorForce;
    public float Steerforce;
    public WheelCollider GumaPD;
    public WheelCollider GumaPLj;
    public WheelCollider GumaZD;
    public WheelCollider GumaZLJ;


    void Start()
    {
    }
    // Update is called once per frame


    void Update()
    {
        float v = Input.GetAxis("Vertical") * MotorForce;
        float h = Input.GetAxis("Horizontal") * Steerforce;
        GumaPD.motorTorque = v;
        GumaPLj.motorTorque = v;
        GumaPD.steerAngle = h;
        GumaPLj.steerAngle = h;
        wheelFLTrans.Rotate(Vector3.forward * GumaPLj.rpm * 2 * Mathf.PI / 60.0f * Time.deltaTime * Mathf.Rad2Deg);
        wheelFRTrans.Rotate(Vector3.forward * GumaPD.rpm * 2 * Mathf.PI / 60.0f * Time.deltaTime * Mathf.Rad2Deg);
        wheelBRTrans.Rotate(Vector3.forward * GumaZD.rpm * 2 * Mathf.PI / 60.0f * Time.deltaTime * Mathf.Rad2Deg);
        wheelBLTrans.Rotate(Vector3.forward * GumaZLJ.rpm * 2 * Mathf.PI / 60.0f * Time.deltaTime * Mathf.Rad2Deg);
        wheelFRTrans.eulerAngles = new Vector3(0f, Input.GetAxis("Horizontal"), 0f);
    }

}

现在我的问题是:

我想在我驾驶汽车穿过地图的同时添加车轮转向装置。就像当我按下A或D键时,轮子会转向,这取决于我按下的键(A或D)。我尝试过这行代码:

       **wheelFRTrans.localEulerAngles = new Vector3(0, wheelFR.steerAngle, 0);**

这样可行,但由于某些原因,我的前轮停止旋转:(。有人可以帮我解决这个问题,我现在已经坚持了几天:(。我希望我的车轮可以旋转并在同一时间引导:/。

抱歉我的英语不好。

谢谢!

1 个答案:

答案 0 :(得分:2)

我解决了这个问题:

    Tires[0].transform.Rotate(Vector3.right,-BLWheel.rpm * 2 * Mathf.PI / 60.0f * Time.deltaTime * Mathf.Rad2Deg,Space.Self);
    Tires[1].transform.Rotate(Vector3.right,BRWheel.rpm * 2 * Mathf.PI / 60.0f * Time.deltaTime * Mathf.Rad2Deg,Space.Self);

    Tires[2].transform.Rotate(Vector3.right, FLWheel.rpm * 2 * Mathf.PI / 60.0f * Time.deltaTime * Mathf.Rad2Deg,Space.Self);
    Tires[3].transform.Rotate(Vector3.right, -FRWheel.rpm * 2 * Mathf.PI / 60.0f * Time.deltaTime * Mathf.Rad2Deg,Space.Self);

    Tires[2].transform.Rotate(Vector3.up, FLWheel.steerAngle - tempAngle,Space.World);
    Tires[3].transform.Rotate(Vector3.up, FLWheel.steerAngle - tempAngle,Space.World);
    tempAngle = FLWheel.steerAngle;