在lerp跳转Unity C#时水平移动播放器

时间:2016-12-02 06:00:40

标签: c# unity3d trigonometry lerp

我所拥有的代码允许玩家对象在圆周上移动,然后跳过"到那个圆圈的中心。

我想要做的是允许玩家在跳跃时继续绕着圆圈移动,以便玩家可以在跳跃时改变他们的位置。

这是我到目前为止的完整代码。

    using UnityEngine;
    using System.Collections;

    public class Movement : MonoBehaviour
 {
//editable property if made public
public float playerSpeed = 20f;//This is how fast the player moves
float playerAngle = 0; //This is the players movement variable
float radius = 4f; //This is the radius of how big the circle is (Circumference track 2piRadius
float startTime; //This is the time the game started
float gameTime; //This will be player points BASE THIS OFF OF HOW LONG THE GAMES RUNNING
float playerRadius = .5f; //CHANGE TO THE PLAYER OBJECT VARIABLE, is how offset the player will be from the lvlradius.
private bool jumping = false; //This effects movement during the game
private Vector3 playerPosition; //This is the playerPosition in the game
void Start()
{
    //Called at the start of the game
}

void Update()
{
    if (jumping)
    {
        return;
    }
    else if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.RightArrow))
    {
        circularMove();
    }
    else if (Input.GetKeyDown(KeyCode.Space))
    {
        StartCoroutine(jumpPlayer());
    }
}

void FixedUpdate()
{
    //Called before performing physics calculations
}

void circularMove()
{
    //player variables

    //The angle the player is at is equal to the speed of the player divided by radius times time in the game and the addition of the left right keys
    playerAngle += Input.GetAxis("Horizontal") * Time.deltaTime * (playerSpeed / radius);
    //This is the movement on the x axis
    float x = Mathf.Cos(playerAngle) * (radius - playerRadius);
    //this is the movement on the y axis
    float y = Mathf.Sin(playerAngle) * (radius - playerRadius);
    //the player does not move forward at this time THIS WILL BE HOW TO MOVE THE PLAYER
    float z = 0;
    //move the player in the direction that they clicked but add the original coordinates to the players location
    transform.position = new Vector3(x, y, z);
    //Move the player;
    playerPosition = transform.position;
}

private IEnumerator jumpPlayer()
{
    Vector3 playerEndPos = new Vector3(0f, 0f, 0f);
    Vector3 playerStartPos = playerPosition;
    float i = 0.0f;
    float rate = .1f / Time.deltaTime;
    jumping = true;
    while (i< 1.0)
    {
        i += Time.deltaTime * rate;
        transform.position = Vector3.Lerp(playerStartPos, playerEndPos, i);
        yield return null;
    }
    transform.position = playerEndPos;
    i = 0.0f;
    while (i < 1.0)
    {
        i += Time.deltaTime * rate;
        transform.position = Vector3.Lerp(playerEndPos, playerStartPos, i);
        yield return null;
    }
    transform.position = playerStartPos;
    jumping = false;
    yield break;
}

}

1 个答案:

答案 0 :(得分:2)

使用当前Update,您的想法永远不可能,因为如果用户正在跳跃,则忽略左右键的输入。

通过将if(jumping)转换为实际的跳转语句,您可以绕过它。

void Update()
{
    if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.RightArrow))
    {
        circularMove();
    }
    else if (Input.GetKeyDown(KeyCode.Space))
    {
        if (!jumping)
            StartCoroutine(jumpPlayer());
    }
}