我创建了一个Coroutine来处理我的相机移动和方向,以及在我的协程中:
public IEnumerator MoveCameraLookAtObject(Transform _cameraTransform, Vector3 startPos, Vector3 endPos, Vector3 lookAt, float time)
{
// Loop through a timed based situation.
for (float i = 0f; i <= 1.0f; i += Time.deltaTime / time)
{
// Lerp the Movement.
_cameraTransform.position = Vector3.Lerp(startPos, endPos, i);
// Slerp the rotation.
Vector3 relativePos = lookAt - _cameraTransform.position;
Quaternion rotation = Quaternion.LookRotation(relativePos);
_cameraTransform.rotation = Quaternion.Slerp(_cameraTransform.rotation, rotation, i);
}
yield return null;
}
}
问题在于,当我实际上是Lerping和Slerping时,它看起来很糟糕而且不顺利。我很困惑我做错了什么,因为我花了好几天试图解决这个问题。我看了Lerp and Slerp Question,发现这几乎是同一个问题,但我已经拥有了这个人的答案。
答案 0 :(得分:3)
这将是更像这样的事情
public IEnumerator MoveCameraLookAtObject(
Transform _cameraTransform,
Vector3 startPos, Vector3 endPos, Vector3 lookAt, float time)
{
float totalTime = 1.25f; // or whatever
float startTime = Time.time;
float endTime = startTime + totalTime;
startPos = etc etc
endPos = etc etc
startROTATION = ...
endROTATION = ...
// calculate those ONLY OUT HERE!!! not in the loop
while (Time.time < endTime)
{
float timeSoFar = Time.time - startTime;
float fractionTime = timeSoFar/totalTime;
//do NOT USE underscores in variable names
cameraTransform.position =
Vector3.Lerp(startPos, endPos, fractionTime);
cameraTransform.rotation =
Quaternion.Slerp(startROTATION, endROTATION, fractionTime);
yield return null; // this goes IN HERE
}
}
首先用JUST测试它,然后尝试扭转!干杯