我尝试创建一个玩家可以移动的圆形世界,玩家的代码是:
export class Messages extends React.Component {
....
_handleOnClickYes(e){
this.props.sendQuery("Yes");
// then do something with e
}
_handleOnClickNo(e){
this.props.sendQuery("No");
// then do something with e
}
render(){
return(
<div>
<table className="message_table>
{this.props.messages.map(msg => {
<tr className="msg-class"><td>{msg}</td></tr>
}
)}
)
}
}
并且工作完美,现在我尝试创建一个在循环世界中跟随玩家的相机,但是不能正常工作:
public class Player : MonoBehaviour {
public float speed = 10f;
private Rigidbody rb;
private float horizontal = 0f;
private float vertical = 0f;
private void Start()
{
rb = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update () {
horizontal = Input.GetAxis("Horizontal") * speed * Time.deltaTime;
vertical = Input.GetAxis("Vertical") * speed * Time.deltaTime;
}
private void FixedUpdate()
{
Vector3 origin = Vector3.zero;
Quaternion hq = Quaternion.AngleAxis(-horizontal, Vector3.up);
Quaternion vq = Quaternion.AngleAxis(vertical, Vector3.right);
Quaternion q = hq * vq;
rb.MovePosition(q * (rb.transform.position - origin) + origin);
transform.LookAt(Vector3.zero);
}
}
答案 0 :(得分:0)
这应该有效。在注释中内联说明:
print(x.to_string(index=False))