所以我已经发布了很多关于这个项目的问题,但我遇到了另一个问题。我创造了一个像它应该四处游荡的游戏对象,但它传送到新的位置,而不是像它应该那样在那里慢慢滑动。
这是移动代码:
if(directionGenerator == 1){ //up
enemy.transform.Translate(new Vector2(0, totalWalkDistanceUp) * wanderSpeed * Time.deltaTime);
Debug.Log ("Direction generated: up");
}
else if(directionGenerator == 2){ //down
enemy.transform.Translate(new Vector2(0, totalWalkDistanceDown) * wanderSpeed * Time.deltaTime);
Debug.Log ("Direction generated: down");
}
else if(directionGenerator == 3){ //left
enemy.transform.Translate (new Vector2(totalWalkDistanceLeft, 0) * wanderSpeed * Time.deltaTime);
Debug.Log ("Direction generated: left");
}
else if(directionGenerator == 4){ //right
enemy.transform.Translate(new Vector2(totalWalkDistanceRight,0) * wanderSpeed * Time.deltaTime);
Debug.Log ("Direction generated: right");
}
这是整个代码:
using UnityEngine;
using System.Collections;
public class EnemyAI : MonoBehaviour {
private void Start(){
findPosition();
}
private void walkRepeat(){
InvokeRepeating("enemyWalk", 3, 5f);
//enemyWalk();
}
//Variables
public Transform enemy;
private Vector2 position;
/* not necessary
private float maxPosX;
private float maxPosY;
private float maxNegX;
private float maxNegY;
*/
public float wanderSpeed = 3;
private float totalWalkDistanceUp;
private float totalWalkDistanceDown;
private float totalWalkDistanceLeft;
private float totalWalkDistanceRight;
private void findPosition(){
position.x = enemy.position.x;
position.y = enemy.position.y;
/* not neccessary
maxPosX = position.x + 5;
maxNegX = position.x - 5;
maxPosY = position.y + 5;
maxNegY = position.y -5;
*/
Debug.Log ("Enemy position: " + position);
//Debug.Log ("Max positive 'x' position: " + maxPosX + ". Max positive 'y' position: " + maxPosY + ". Max negative 'x' position: " + maxNegX + ". Max negative 'y' position: " + maxNegY);
Debug.Log ("Finished!");
walkRepeat();
}
private void enemyWalk(){
//Distance Generator
float walkDistance = Random.Range (40f, 70f);
totalWalkDistanceUp = walkDistance + position.y;
totalWalkDistanceDown = position.y - walkDistance;
totalWalkDistanceRight = walkDistance + position.x;
totalWalkDistanceLeft = position.x - walkDistance;
Debug.Log ("Distance generated up: " + totalWalkDistanceUp + ". Distance generated down: " + totalWalkDistanceDown + ". Distance generated left: " + totalWalkDistanceLeft + ". Distance generated right: " + totalWalkDistanceRight);
//Direction generator
int directionGenerator = Random.Range (1, 4);
if(directionGenerator == 1){ //up
enemy.transform.Translate(new Vector2(0, totalWalkDistanceUp) * wanderSpeed * Time.deltaTime);
Debug.Log ("Direction generated: up");
}
else if(directionGenerator == 2){ //down
enemy.transform.Translate(new Vector2(0, totalWalkDistanceDown) * wanderSpeed * Time.deltaTime);
Debug.Log ("Direction generated: down");
}
else if(directionGenerator == 3){ //left
enemy.transform.Translate (new Vector2(totalWalkDistanceLeft, 0) * wanderSpeed * Time.deltaTime);
Debug.Log ("Direction generated: left");
}
else if(directionGenerator == 4){ //right
enemy.transform.Translate(new Vector2(totalWalkDistanceRight,0) * wanderSpeed * Time.deltaTime);
Debug.Log ("Direction generated: right");
}
}
}
我不确定为什么它会传送到新位置而不是滑动。我确信这很简单,但感谢您提供的任何帮助。
答案 0 :(得分:1)
InvokeRepeating并不适合这个。这就是为什么它看起来像是传送......
如果你想更新它的位置,你应该使用Update()
或者如果你需要基于心灵的运动,那么你需要使用FixedUpdate()
...你可能可以使用当前的方法并使用{ {1}}在值之间进行插值,但在我看来它会变得非常奇怪......