Unity3d C#中的门问题

时间:2017-12-02 16:38:52

标签: c# unity3d

嗨,所以我在Unity3d中使用C#,我的门代码出了问题。基本上我有一个检测立方体,它是实际门的子,这个代码附加到检测立方体。我的问题是门正在水平翻转并向上移动,这只是吓坏了。我的错误可能是显而易见的,但我是团结的新手,所以请耐心等待。任何帮助表示赞赏,提前谢谢。(也不知道这是否有用,但由于造型问题(AKA,我不知道为什么),门通常面朝下水平,因为它被撞倒了所以它被旋转90度,所以它是正直的)

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Door : MonoBehaviour
{
    public float doorOpenAngle = 90.0f;
    public float doorCloseAngle = 0.0f;
    public float doorAnimSpeed = 2.0f;
    private Quaternion doorOpen = Quaternion.identity;
    private Quaternion doorClose = Quaternion.identity;
    public bool doorStatus = false;
    private bool doorMoving = false;
    public GameObject door;


    void Start()
    {
        doorStatus = false;
        doorOpen = Quaternion.Euler(-90, doorOpenAngle, 0);
        doorClose = Quaternion.Euler(-90, doorCloseAngle, 0);
    }

    void Update()
    {
    }

    public IEnumerator moveDoor(Quaternion destination)
    {
        doorMoving = true;
        while (Quaternion.Angle(transform.localRotation, destination) > 4.0f)
        {
            door.transform.localRotation = Quaternion.Slerp(transform.localRotation, destination, Time.deltaTime * doorAnimSpeed);
            yield return null;
        }
        doorStatus = !doorStatus;
        doorMoving = false;
        yield return null;
    }


    private void OnTriggerStay(Collider other)
    {
        other = GameObject.Find("FPSController").GetComponent<Collider>();
        if (Input.GetKeyDown(KeyCode.E))
        {
            if (doorMoving == false)
            {
                if (doorStatus)
                    StartCoroutine(this.moveDoor(doorOpen));
                else
                    StartCoroutine(this.moveDoor(doorClose));
            }
        }
    }

}

这里的最终目标是让门旋转90度。

1 个答案:

答案 0 :(得分:0)

将此添加到“开始”功能的末尾,以便您知道可以验证您的角度是否符合您的想法:

door.transform.localRotation = doorClose;

将起始角度设置在slerp之外应该可以解决部分问题。我还将while循环的条件更改为基于时间。

float elapsed = 0f;
Quaternion startRotation = door.transform.localRotation;
while (elapsed <= 1f/doorAnimSpeed){
    elapsed += Time.deltaTime;
    door.transform.localRotation = Quaternion.Slerp(startRotation, destination, elapsed * doorAnimSpeed);
    yield return null;
}

您可能还想将空游戏对象添加为孩子,并将门模型添加到该对象中。然后,您可以根据需要旋转该空白,并且只在需要打开和关闭它时在一个轴上旋转父级。