我想在Y轴上在90,-90之间来回旋转对象。问题是我可以在-90中设置编辑器中的对象,但是当我运行项目时-90突然变为270.无论如何,这里是我使用的代码:
void Update()
{
if (transform.eulerAngles.y >= 270)
{
transform.Rotate(Vector3.up * speed * Time.deltaTime);
}
else if (transform.eulerAngles.y <= 90)
{
transform.Rotate(Vector3.up * -speed * Time.deltaTime);
}
}
它总是在360度左右卡在中间。帮助
答案 0 :(得分:2)
就像来回moving GameObject一样,您可以使用Mathf.PingPong
来回旋转GameObject。这就是它的用途。它将在 0 和 1 之间返回值。您可以将该值传递给Vector3.Lerp
并生成执行轮换所需的 eulerAngle 。
这也可以使用协程进行,但如果您不需要知道何时到达目的地,则应使用Mathf.PingPong
。如果您想知道何时到达旋转目的地,则应使用协程。
public float speed = 0.36f;
Vector3 pointA;
Vector3 pointB;
void Start()
{
//Get current position then add 90 to its Y axis
pointA = transform.eulerAngles + new Vector3(0f, 90f, 0f);
//Get current position then substract -90 to its Y axis
pointB = transform.eulerAngles + new Vector3(0f, -90f, 0f);
}
void Update()
{
//PingPong between 0 and 1
float time = Mathf.PingPong(Time.time * speed, 1);
transform.eulerAngles = Vector3.Lerp(pointA, pointB, time);
}
修改强>
使用coroutine方法可以确定每次轮换的结束。
public GameObject objectToRotate;
public float speed = 0.36f;
Vector3 pointA;
Vector3 pointB;
void Start()
{
//Get current position then add 90 to its Y axis
pointA = transform.eulerAngles + new Vector3(0f, 90f, 0f);
//Get current position then substract -90 to its Y axis
pointB = transform.eulerAngles + new Vector3(0f, -90f, 0f);
objectToRotate = this.gameObject;
StartCoroutine(rotate());
}
IEnumerator rotate()
{
while (true)
{
//Rotate 90
yield return rotateObject(objectToRotate, pointA, 3f);
//Rotate -90
yield return rotateObject(objectToRotate, pointB, 3f);
//Wait?
//yield return new WaitForSeconds(3);
}
}
bool rotating = false;
IEnumerator rotateObject(GameObject gameObjectToMove, Vector3 eulerAngles, float duration)
{
if (rotating)
{
yield break;
}
rotating = true;
Vector3 newRot = gameObjectToMove.transform.eulerAngles + eulerAngles;
Vector3 currentRot = gameObjectToMove.transform.eulerAngles;
float counter = 0;
while (counter < duration)
{
counter += Time.deltaTime;
gameObjectToMove.transform.eulerAngles = Vector3.Lerp(currentRot, newRot, counter / duration);
yield return null;
}
rotating = false;
}
答案 1 :(得分:1)
首先,您应该始终确保角度保持在0
和359
之间,这意味着0 == 360
:
float angle = transform.eulerAngles.y % 360.00f;
之后,您可以检查 之间的最小值和最大值:
if ( angle >= 270.00f && angle <= 90.00f )
{
// do your logic here ...
}
您的代码的另一个问题是它会卡在350
和10
度之间。为了更详细地解释这一点,我们假设你的速度是10
,Time.deltaTime
也是1
,起始角度是300
,现在是帧步骤:< / p>
Frame | Angle | Condition
----- | ----- | :-----------:
1 | 300 | angle >= 270
2 | 310 | angle >= 270
3 | 320 | angle >= 270
6 | 350 | angle >= 270
7 | 360 | angle >= 270
8 | 10 | angle <= 90
9 | 0 | angle <= 90
10 | 350 | angle >= 270
......这将永远存在。
为了解决这个问题,你必须根据用户输入做出一些条件,或者如果你想让你的相机“弹跳”#34;在这两个角度之间,你可以尝试这样的事情:
// make private field in that object :
float currentlyRotated = 0;
bool shouldAdd = true;
void Update()
{
var d = Vector3.up * (shouldAdd ? speed : -speed) * Time.deltaTime;
var angle = transform.eulerAngles.y + (shouldAdd ? speed : -speed);
angle %= 360.00f;
transform.Rotate(d);
if ( angle > 90 && angle < 270 )
{
shouldAdd = !shouldAdd;
}
}