我也无法确定炮管的度数和其父级(坦克的船体)度数,因此我可以获得与下图相同的结果。
因此脚本很简单,它使用Y_Mouse输入旋转桶( turretBarrel ),并使用X_Mouse输入旋转坦克的上部件( turret ),以及桶稳定。 脚本
//Note this.transform is the tanks hull
public Transform turret;
public Transform turretBarrel;
float xRot;
float angleY;
float rotY;
float minTurretRotY;
float maxTurretRotY;
Vector3 mRot;
Vector3 rot;
public void Update(){
xRot = Input.GetAxis("Mouse X") * 0.5f;
turret.transform.localRotation *= Quaternion.Euler(turret.transform.localRotation.x, xRot, turret.transform.localRotation.z);
angleY -= Input.GetAxisRaw("Mouse Y") * 0.5f;
angleY = Mathf.Clamp(angleY, minTurretRotY, maxTurretRotY);
mRot = turret.transform.rotation.eulerAngles;
rot = turretBarrel.transform.rotation.eulerAngles;
rotY = angleY;
rotY = Mathf.Clamp(rotY, minTurretRotY, maxTurretRotY);
// I'm using Quaternion.Euler for barrel Stabilization
turretBarrel.transform.rotation = Quaternion.Euler(new Vector3(rotY, mRot.y, mRot.z));
//Debug.Log(rotY +" | " + angleY + "/ Min : " + minTurretRotY+ " ; Max : " + (maxTurretRotY));
}
答案 0 :(得分:0)
您还需要根据主体(水箱)的Y旋转来更改最小和最大Y。像这样更新:
minY = YRotationOfParent;
maxY = YRotationOfParent + someOffSet;