我在Unity创建了一个开门和关门。我可以致电Interact()
打开那扇门。
现在我想创建一个始终远离玩家的门。就像一个沙龙的门。如果玩家在房间前面,门会旋转到房间,如果玩家在房间内,门会旋转出来。
目前我创建了一个bool opensAwayFromPlayer
。如果这是真的,打开门时应该固定目标旋转。
[SerializeField]
private Vector3 targetRotation; // rotation angles
[SerializeField]
private float duration; // rotation speed
[SerializeField]
private bool closeAgain; // close the door again?
[SerializeField]
private float waitInterval; // close the door after x seconds
[SerializeField]
private Vector3 pivotPosition; // Vector3 of the pivot
[SerializeField]
private bool opensAwayFromPlayer; // door can open both directions
[SerializeField]
private Transform playerTransform; // Player Object
private Vector3 defaultRotation; // store the rotation when starting the game
private bool isActive = false;
Transform doorPivot; // the pivot point to rotate around
private void Start()
{
doorPivot = new GameObject().transform; // create pivot
doorPivot.position = pivotPosition; // place the pivot before parenting!
transform.SetParent(doorPivot); // make the door being a child of the pivot
defaultRotation = doorPivot.eulerAngles;
}
private IEnumerator DoorRotation()
{
if (isActive)
yield break;
isActive = true;
float counter = 0;
Vector3 defaultAngles = doorPivot.eulerAngles;
Vector3 openRotation = transform.eulerAngles + targetRotation;
while (counter < duration)
{
counter += Time.deltaTime;
LerpDoor(defaultAngles, openRotation, counter); // open the door
yield return null;
}
if (!closeAgain)
Destroy(this);
yield return new WaitForSeconds(waitInterval); // wait some seconds
while (counter > 0)
{
counter -= Time.deltaTime;
LerpDoor(defaultAngles, openRotation, counter); // close the door
yield return null;
}
isActive = false;
}
private void LerpDoor(Vector3 defaultAngles, Vector3 targetRotation, float counter)
{
doorPivot.eulerAngles = Vector3.Lerp(defaultAngles, targetRotation, counter / duration);
}
private bool PlayerIsBehindDoor() // is the player in front of or behind the door?
{
Vector3 doorTransformDirection = transform.TransformDirection(Vector3.forward); // door direction
Vector3 playerTransformDirection = playerTransform.position - transform.position; // player direction
return Vector3.Dot(doorTransformDirection, playerTransformDirection) < 0; // return player is in front or behind the door
}
public void Interact() // start the rotation
{
StartCoroutine(DoorRotation());
}
正如你在这里看到的那样
if (opensAwayFromPlayer) // door can open both directions?
{
if (PlayerIsBehindDoor()) // Player is behind the door? (in the room)
{
// openRotation = ; // open to the other direction
// closeRotation = ; // close / back to the default rotation
}
}
我不知道如何计算它的不同轮换。只是将旋转设置为负值并不起作用。
当我将门向另一个方向旋转90度时,它没有向后旋转,向后旋转270度,同时向另一个方向旋转。
答案 0 :(得分:3)
这应该是最终的脚本。您可以通过在游戏对象上拖动脚本并调用方法Interact()
[SerializeField]
private Vector3 targetRotation;
[SerializeField]
private float duration;
[SerializeField]
private bool closeAgain;
[SerializeField]
private float waitInterval;
[SerializeField]
private Vector3 pivotPosition;
[SerializeField]
private bool opensAwayFromPlayer;
private Vector3 defaultRotation;
private bool isActive = false;
private Transform doorPivot;
private Transform playerTransform;
private void Start()
{
playerTransform = Globals.GetPlayerObject().transform;
doorPivot = new GameObject().transform;
doorPivot.position = pivotPosition;
transform.SetParent(doorPivot);
defaultRotation = doorPivot.eulerAngles;
}
private IEnumerator DoorRotation()
{
if (isActive)
yield break;
isActive = true;
float counter = 0;
Vector3 defaultAngles = doorPivot.eulerAngles;
if (PlayerIsBehindDoor())
targetRotation = -targetRotation;
Vector3 openRotation = transform.eulerAngles + targetRotation;
while (counter < duration)
{
counter += Time.deltaTime;
LerpDoor(defaultAngles, openRotation, counter);
yield return null;
}
if (!closeAgain)
Destroy(this);
yield return new WaitForSeconds(waitInterval);
while (counter > 0)
{
counter -= Time.deltaTime;
LerpDoor(defaultAngles, openRotation, counter);
yield return null;
}
isActive = false;
}
private void LerpDoor(Vector3 defaultAngles, Vector3 targetRotation, float counter)
{
doorPivot.eulerAngles = Vector3.Lerp(defaultAngles, targetRotation, counter / duration);
}
private bool PlayerIsBehindDoor()
{
Vector3 doorTransformDirection = transform.TransformDirection(Vector3.forward);
Vector3 playerTransformDirection = playerTransform.position - transform.position;
return Vector3.Dot(doorTransformDirection, playerTransformDirection) < 0;
}
public void Interact()
{
StartCoroutine(DoorRotation());
}