我有一个方法可以将我的对象旋转到我的鼠标刚刚点击的位置。但是,只要按住鼠标按钮,我的对象就会旋转。
我的主要轮换方法是:
void RotateShip ()
{
Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
Debug.Log (Input.mousePosition.ToString ());
Plane playerPlane = new Plane (Vector3.up, transform.position);
float hitdist = 0.0f;
if (playerPlane.Raycast (ray, out hitdist))
{
Vector3 targetPoint = ray.GetPoint (hitdist);
Quaternion targetRotation = Quaternion.LookRotation (targetPoint - transform.position);
transform.rotation = Quaternion.Slerp (transform.rotation, targetRotation, speed * Time.deltaTime);
}
}
我在FixedUpdate
方法中调用此方法,并将其包含在以下if语句中:
void FixedUpdate ()
{
// Generate a plane that intersects the transform's position with an upwards normal.
// Generate a ray from the cursor position
if (Input.GetMouseButton (0))
{
RotateShip ();
}
}
但是,只要按住鼠标按钮,对象仍然只会旋转。我希望我的对象继续旋转到我的鼠标点击它直到它到达那一点。
如何正确修改我的代码?
答案 0 :(得分:1)
它只在您的鼠标停止时旋转,因为这是您告诉它旋转的唯一时间。在FixedUpdate
(Imtiaj正确指出应为Update
)中,您只需在RotateShip()
为Input.GetMouseButton(0)
时调用void Update() {
if (Input.GetMouseButtonDown (0)) //we only want to begin this process on the initial click, as Imtiaj noted
{
ChangeRotationTarget();
}
Quaternion targetRotation = Quaternion.LookRotation (this.targetPoint - transform.position);
transform.rotation = Quaternion.Slerp (transform.rotation, targetRotation, speed * Time.deltaTime);
}
void ChangeRotationTarget()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
Plane playerPlane = new Plane (Vector3.up, transform.position);
float hitdist = 0.0f;
if (playerPlane.Raycast (ray, out hitdist))
{
this.targetPoint = ray.GetPoint (hitdist);
}
}
。这意味着您只需在按下按钮时旋转船只。
您应该做的是接受鼠标事件并使用它来设置目标,然后继续向该目标旋转。例如,
$q = $_GET['q'];
header ("Location: http://www.oldURLL.com/results.php?" . $q . "");
所以现在不是仅在MouseButton(0)关闭时进行旋转,而是在更新中连续进行旋转,而只在我们单击鼠标时设置目标点。