Unity第三人称控制器,旋转噩梦

时间:2018-08-01 06:42:27

标签: unity3d

我正在尝试制作一个MMO角色控制器,例如以下YouTube视频:https://www.youtube.com/watch?v=fOvf7gRO_aM

基本上,您使用WASD移动。 您可以通过单击鼠标并拖动来移动摄像机,并且在移动时,角色现在将沿新的摄像机方向移动。 问题是,当我按WASD时,我希望角色(而不是相机)面对动作的方向。

我试图用这个:

        if (Input.GetAxis("Vertical") > 0 | Input.GetAxis("Vertical") < 0){
        Quaternion turnAngle = Quaternion.Euler(0, centerPoint.eulerAngles.y, 0);
        character.localRotation = Quaternion.Slerp(character.rotation, turnAngle, Time.deltaTime * rotationSpeed);
    }

角色没有正确的方向,所以我尝试了

        if (Input.GetAxis("Vertical") > 0 | Input.GetAxis("Vertical") < 0){
        Quaternion turnAngle = Quaternion.Euler(0, centerPoint.eulerAngles.y, 0);
        character.rotation = Quaternion.LookRotation(movement);
    }

但是似乎不起作用。我毕竟是菜鸟:D

这是控制器移动部分的完整代码:

private void Move()
{
    moveFrontBack = Input.GetAxis("Vertical") * moveSpeed;
    moveLeftRight = Input.GetAxis("Horizontal") * moveSpeed;

    Vector3 movement = new Vector3(moveLeftRight, 0, moveFrontBack);
    movement = character.rotation * movement;
    characterController.Move(movement * Time.deltaTime);

    //Animation on move
    if (movement.magnitude != 0)
    {
        anim.SetBool("isWalking", true);
        anim.SetBool("isIdle", false);
    }

    if (movement.magnitude == 0)
    {
        anim.SetBool("isWalking", false);
        anim.SetBool("isIdle", true);
    }

    centerPoint.position = new Vector3(character.position.x, character.position.y + mouseYPosition, character.position.z);

    //The place where things go south it seems
    if (Input.GetAxis("Vertical") > 0 | Input.GetAxis("Vertical") < 0)
    {
        Quaternion turnAngle = Quaternion.Euler(0, centerPoint.eulerAngles.y, 0);
        character.rotation = Quaternion.Slerp(character.rotation, turnAngle, Time.deltaTime * rotationSpeed);
    }

我在控制器上使用的是以前的版本,没有用鼠标更改相机,但是正确字符的行为面向输入方向:

    private void Move()
{
    moveFrontBack = Input.GetAxis("Vertical") * moveSpeed;
    moveLeftRight = Input.GetAxis("Horizontal") * moveSpeed;

    Vector3 movement = new Vector3(moveLeftRight, 0, moveFrontBack);

    characterController.Move(movement * Time.deltaTime);
    if (movement != Vector3.zero) transform.rotation = Quaternion.LookRotation(movement);
    if (movement.magnitude != 0)
    {
        anim.SetBool("isWalking", true);
        anim.SetBool("isIdle", false);
    }

    if (movement.magnitude == 0)
    {
        anim.SetBool("isWalking", false);
        anim.SetBool("isIdle", true);
    }


    playerCamera.position = new Vector3(character.position.x, character.position.y + yCamera, character.position.z + zCamera);
}

此外,这是鼠标移动的部分:

    void MouseTurnAround()
{
    zoom += Input.GetAxis("Mouse ScrollWheel") * zoomSpeed;

    if (zoom > zoomMin)
        zoom = zoomMin;

    if (zoom < zoomMax)
        zoom = zoomMax;

    playerCamera.transform.localPosition = new Vector3(0, 0, zoom);

    if (Input.GetMouseButton(0))
    {
        mouseX += Input.GetAxis("Mouse X");
        mouseY -= Input.GetAxis("Mouse Y");
    }
    mouseY = Mathf.Clamp(mouseY, -60f, 60f);
    playerCamera.LookAt(centerPoint);
    centerPoint.localRotation = Quaternion.Euler(mouseY, mouseX, 0);
}

我真的没有更多的想法,所以也许聪明的人可以看到他们可以做什么!在此先感谢。

1 个答案:

答案 0 :(得分:0)

我管理了两种解决方案的某种混合,并将我的角色作为一个空游戏对象的父对象,该对象接收新的旋转。然后,我通过旋转外观使角色面向运动。

    private void Move()
{
    moveFrontBack = Input.GetAxis("Vertical") * moveSpeed;
    moveLeftRight = Input.GetAxis("Horizontal") * moveSpeed;

    Vector3 movement = new Vector3(moveLeftRight, 0, moveFrontBack);
    movement = character.rotation * movement;
    characterController.Move(movement * Time.deltaTime);

    //Animation on move
    if (movement.magnitude != 0)
    {
        anim.SetBool("isWalking", true);
        anim.SetBool("isIdle", false);
    }

    if (movement.magnitude == 0)
    {
        anim.SetBool("isWalking", false);
        anim.SetBool("isIdle", true);
    }

    centerPoint.position = new Vector3(character.position.x, character.position.y + mouseYPosition, character.position.z);

    //Rotates the character to move towards new direction
    if (Input.GetAxis("Vertical") > 0 | Input.GetAxis("Vertical") < 0)
    {
        Quaternion turnAngle = Quaternion.Euler(0, centerPoint.eulerAngles.y, 0);
        character.rotation = Quaternion.Slerp(character.rotation, turnAngle, Time.deltaTime * rotationSpeed);
    }
    if (movement != Vector3.zero) lkModel.rotation = Quaternion.LookRotation(movement);
}