我制作了一个统一的测试游戏,因此当我点击一个按钮时,它会产生一个从工厂类创建的圆柱体。我正在尝试这样做,当我创建圆柱体时,它的高度在接下来的20秒内缩小。我发现的一些方法很难转化为我正在做的事情。如果你能引导我走向正确的方向,我将非常感激。
这是我的圆柱类代码
User.find({name: 'Vignesh'}).populate("posts").exec(function(err, post){
if(!err){
console.log("..........populated posts of User........");
console.log(post);
} else {
console.log(err);
}
});
答案 0 :(得分:3)
可以使用协程函数中的Time.deltaTime
和Vector3.Lerp
来完成此操作。与Rotate GameObject over time和Move GameObject over time问题类似。修改它有点做这件事。
bool isScaling = false;
IEnumerator scaleOverTime(Transform objectToScale, Vector3 toScale, float duration)
{
//Make sure there is only one instance of this function running
if (isScaling)
{
yield break; ///exit if this is still running
}
isScaling = true;
float counter = 0;
//Get the current scale of the object to be moved
Vector3 startScaleSize = objectToScale.localScale;
while (counter < duration)
{
counter += Time.deltaTime;
objectToScale.localScale = Vector3.Lerp(startScaleSize, toScale, counter / duration);
yield return null;
}
isScaling = false;
}
<强> USAGE 强>:
将在20秒内缩放GameObject:
StartCoroutine(scaleOverTime(cylinder.transform, new Vector3(0, 0, 90), 20f));
答案 1 :(得分:0)
结帐Lerp。如何使用它的一般例子是这样的:
float t = 0;
Update()
{
t += Time.deltaTime;
cylinder.localScale = new Vector3(1, Mathf.Lerp(2f, 1f, t/3f), 1); // shrink from 2 to 1 over 3 seconds;
}
答案 2 :(得分:0)
您将创建一个新的monobehaviour脚本并将其添加到您的基元。然后你将使用monobehaviour(或使用协程)的“更新”方法随时间变化对象。
Monobehaviour必须如下所示:
public class ShrinkBehaviour : MonoBehaviour
{
bool isNeedToShrink;
Config currentConfig;
float startTime;
float totalDistance;
public void StartShrink(Config config)
{
startTime = Time.time;
currentConfig = config;
totalDistance = Vector3.Distance(currentConfig.startSize, currentConfig.destinationSize);
isNeedToShrink = true;
transform.localScale = config.startSize;
}
private void Update()
{
if (isNeedToShrink)
{
var nextSize = GetNextSize(currentConfig);
if (Vector3.Distance(nextSize, currentConfig.destinationSize) <= 0.05f)
{
isNeedToShrink = false;
return;
}
transform.localScale = nextSize;
}
}
Vector3 GetNextSize(Config config)
{
float timeCovered = (Time.time - startTime) / config.duration;
var result = Vector3.Lerp(config.startSize, config.destinationSize, timeCovered);
return result;
}
public struct Config
{
public float duration;
public Vector3 startSize;
public Vector3 destinationSize;
}
}
要使用此功能,您必须执行下一步:
public Cylinder()
{
GameObject cylinder = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
var shrink = cylinder.AddComponent<ShrinkBehaviour>();
shrink.StartShrink(new ShrinkBehaviour.Config() { startSize = Vector3.one * 10, destinationSize = Vector3.one * 1, duration = 20f });
cylinder.transform.position = new Vector3(3, 0, 0);
cylinder.GetComponent<MeshRenderer>().material.color = Random.ColorHSV();
Destroy(cylinder, 30.0f);
}
你必须记住,monobehaviour-script必须在单独的文件中,并且必须具有类似于monobehaviour-class名称的名称。例如,ShrinkBehaviour.cs;