我创建了这段代码,但它不起作用,我不明白为什么。在Debug.Log中,一切似乎都很好但是while循环永远都是真的。有没有更好的方法将游戏对象向左和向右旋转90度?
https://www.youtube.com/watch?v=7skGYYDrVQY
//Public
public float rotateSpeed = 150f;
public bool isMoving = false;
//Private
private Rigidbody myRigidbody;
void Start () {
myRigidbody = GetComponent<Rigidbody> ();
}
void Update() {
Quaternion originalRotation = this.transform.rotation;
if (!isMoving) {
if (Input.GetButtonDown ("PlayerRotateRight")) {
//Rotate Right
StartCoroutine (PlayerRotateRight (originalRotation));
} else if (Input.GetButtonDown ("PlayerRotateLeft")) {
//Rotate Left
StartCoroutine (PlayerRotateLeft (originalRotation));
}
}
}
IEnumerator PlayerRotateRight(Quaternion originalRotation) {
Quaternion targetRotation = originalRotation;
targetRotation *= Quaternion.AngleAxis (90, Vector3.up);
while (this.transform.rotation.y != targetRotation.y) {
Debug.Log ("Current: " + this.transform.rotation.y);
Debug.Log ("Target: " + targetRotation.y);
isMoving = true;
transform.rotation = Quaternion.RotateTowards (transform.rotation, targetRotation, rotateSpeed * Time.deltaTime);
yield return null;
}
isMoving = false;
}
IEnumerator PlayerRotateLeft(Quaternion originalRotation) {
Quaternion targetRotation = originalRotation;
targetRotation *= Quaternion.AngleAxis (90, Vector3.down);
while (this.transform.rotation.y != targetRotation.y) {
Debug.Log ("Current: " + this.transform.rotation.y);
Debug.Log ("Target: " + targetRotation.y);
isMoving = true;
transform.rotation = Quaternion.RotateTowards (transform.rotation, targetRotation, rotateSpeed * Time.deltaTime);
yield return null;
}
isMoving = false;
}
答案 0 :(得分:1)
if (Input.GetKeyDown (KeyCode.A)) {
transform.Rotate (0, -90, 0, Space.World);
}else if(Input.GetKeyDown(KeyCode.D)){
transform.Rotate(0,90,0, Space.World);
}
根据你的说法,这样简单的东西应该可以完美地运作。你选择这么复杂的任何特殊原因?在这种情况下,我可以修改答案以适合您的代码。
答案 1 :(得分:0)
您正在比较四元数而不是欧拉角。而且,由于您要比较两个float
,所以最好有一个阈值。
只需更改
while (this.transform.rotation.y != targetRotation.y)
到
while (this.transform.eulerAngles.y != targetRotation.eulerAngles.y)
或
while (Mathf.Abs(this.transform.eulerAngles.y - targetRotation.eulerAngles.y) > THRESHOLD)
其中THRESHOLD
是一个足够小的常数。还要在循环后将旋转设置为其精确角度,以防止旋转错误。