我正在尝试使Player预制脚和鞋子在不向前转动每只鞋子的情况下明智地移动“前进”世界空间。我只希望它指向前方。
我有一个播放器预制件。在预制件上,我有一个脚本,两个游戏对象中每个都有一个圆柱体充当“腿”,另外两个游戏对象中有一个我在每个游戏对象中制成的鞋模。鞋子游戏对象在腿游戏对象内。因此例如:
播放器预制
->右腿游戏对象
->左腿游戏对象
-> RightShoe游戏对象
->左鞋Gameobject
在每个游戏对象下都有用于腿或鞋的相应模型。
我已经编写了代码,以便玩家的腿可以“移动” /“改变旋转角度”,使其看起来像是在走路(我不知道任何动画,所以这是我唯一知道的方式)。也有代码,使移动玩家可以使用AWSD,而观看或旋转玩家可以使用鼠标,就像任何典型的FPS游戏一样,除了我在第三人称视角下的游戏。
我的玩家的腿部确实相对于世界空间“向前”移动,所以这不是问题,但是当我使用鼠标旋转或朝另一个方向(向左或向右)看时,玩家的鞋子也会向左或向右旋转。起初我以为这双鞋出了点问题,但是我没有为这双鞋写任何代码,只为腿部写了代码。由于我的腿是圆柱形的,所以我没有注意到腿也旋转。我只有在将圆柱状的腿设置为更长的椭圆形或卵形后才发现这一点。
有没有办法让我的鞋子做和腿一样的“动画”,但又不能使其旋转到位?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class PlayerController : NetworkBehaviour
{
public float speedH = 2.0f;
private float yaw = 0.0f;
public float WalkingTime; //timer for walking animation
public GameObject PlayerLeftLeg;
public GameObject PlayerRightLeg;
private float PlayerStatMenuTimer;
public GameObject PlayerStatsMenu;
public GameObject ThePlayer;
// Update is called once per frame
void Update () {
if (!isLocalPlayer)
{
return;
}
//keep track of time for player stat menu
//if not here than menua will show and hide like a thousand times when pressed once due to update reading code per frame
PlayerStatMenuTimer = PlayerStatMenuTimer + 1 * Time.deltaTime;
//moving player left right forward backward
var x = Input.GetAxis("Horizontal") * Time.deltaTime * 50.0f;
var z = Input.GetAxis("Vertical") * Time.deltaTime * 50.0f;
transform.Translate(x, 0, z);
//rotating player or "Looking"
yaw += speedH * Input.GetAxis("Mouse X");
transform.eulerAngles = new Vector3(0.0f, yaw, 0.0f);
//if player is using WASD to move then do leg moving animation
//if not moving then set legs to be still and reset in standing position
//FYI: "transform.TransformVector(1,0,0)" was used instead of "Vector3.forward" was because
// vector3.forward is local space, so when i rotate player the sense of "forward" also changes, thus i needed
// a code that uses the world space, thus i used "transform.TransformVector(1,0,0)"
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D))
{
CmdWalk();
RpcWalk();
}
else
{
//if player not walking then reset
PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(0, Vector3.forward);
PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(0, Vector3.forward);
WalkingTime = 0;
}
//get hidden mouse pointer back and unlock
if (Input.GetKey(KeyCode.Escape))
{
Cursor.lockState = CursorLockMode.None;
}
//opens and closes stat menu
if (Input.GetKey(KeyCode.Return) && (PlayerStatMenuTimer>=1) && (PlayerStatsMenu.activeSelf==false))
{
Cursor.lockState = CursorLockMode.None;
PlayerStatsMenu.SetActive(true);
PlayerStatMenuTimer = 0;
//call the script "GetplayerStats" and call function "retrieceplayerstats"
var GetStats = GetComponent<GetPlayerStats>();
GetStats.RetrievePlayerStats();
}
else if (Input.GetKey(KeyCode.Return) && PlayerStatMenuTimer >= 1 && PlayerStatsMenu == true)
{
Cursor.lockState = CursorLockMode.Locked;
PlayerStatsMenu.SetActive(false);
PlayerStatMenuTimer = 0;
}
}
private void Awake()
{
//this code locks mouse onto center of window
//Screen.lockCursor = true;
Cursor.lockState = CursorLockMode.Locked;
}
//initiaztes when started up
void Start()
{
//calls script "SpawnItems" and function "RefreshItems" which will update the players items being shown
ThePlayer.GetComponent<SpawnItems>().RefreshItems();
}
//so COMMAND is for server to client
//it shows walking for local player
[Command]
void CmdWalk()
{
//timer
WalkingTime += Time.deltaTime;
//right leg stepping forward
if (WalkingTime > 0 && WalkingTime < .4)
{
PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x - (60 * WalkingTime), transform.TransformVector(1, 0, 0));
PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(PlayerLeftLeg.transform.rotation.x + (60 * WalkingTime), transform.TransformVector(1, 0, 0));
}
//left leg stepping forward
if (WalkingTime > .4 && WalkingTime < 1.2)
{
PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x + (60 * (WalkingTime - .8f)), transform.TransformVector(1, 0, 0));
PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(PlayerLeftLeg.transform.rotation.x - (60 * (WalkingTime - .8f)), transform.TransformVector(1, 0, 0));
}
//right leg stepping forward
if (WalkingTime > 1.2 && WalkingTime < 1.59)
{
PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x - (60 * (WalkingTime - 1.6f)), transform.TransformVector(1, 0, 0));
PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(PlayerLeftLeg.transform.rotation.x + (60 * (WalkingTime - 1.6f)), transform.TransformVector(1, 0, 0));
}
//resetting
if (WalkingTime > 1.6)
{
PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(0, Vector3.forward);
PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(0, Vector3.forward);
WalkingTime = 0;
}
}
//so RPC is for Client to Server
//it shows walking for other client players
//https://stackoverflow.com/questions/53784897/unity-moving-player-leg-multiplayer
[ClientRpc]
void RpcWalk()
{
//timer
WalkingTime += Time.deltaTime;
//right leg stepping forward
if (WalkingTime > 0 && WalkingTime < .4)
{
PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x - (60 * WalkingTime), transform.TransformVector(1, 0, 0));
PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(PlayerLeftLeg.transform.rotation.x + (60 * WalkingTime), transform.TransformVector(1, 0, 0));
}
//left leg stepping forward
if (WalkingTime > .4 && WalkingTime < 1.2)
{
PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x + (60 * (WalkingTime - .8f)), transform.TransformVector(1, 0, 0));
PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(PlayerLeftLeg.transform.rotation.x - (60 * (WalkingTime - .8f)), transform.TransformVector(1, 0, 0));
}
//right leg stepping forward
if (WalkingTime > 1.2 && WalkingTime < 1.59)
{
PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x - (60 * (WalkingTime - 1.6f)), transform.TransformVector(1, 0, 0));
PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(PlayerLeftLeg.transform.rotation.x + (60 * (WalkingTime - 1.6f)), transform.TransformVector(1, 0, 0));
}
//resetting
if (WalkingTime > 1.6)
{
PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(0, Vector3.forward);
PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(0, Vector3.forward);
WalkingTime = 0;
}
}
}
我已经为播放器控制器提供了整个脚本,您需要关注的只是CMDWALK或RPC WALK,它们都是同一段代码。
如果有人需要有关腿部运动世界空间的更多信息,请查看此链接,这是我问的另一个问题Unity Moving Player Leg Multiplayer
答案 0 :(得分:1)
问题在于您正在将Euler角与四元数值混合。这绝不是一个好主意。尽管在四元数空间中可以唯一地表示欧拉角,但围绕一个四元数的另一种方法是在欧拉空间中具有多种表示。因此,您对rotation.x
的直接访问是不可靠的(至少不像在AngleAxis
中那样使用它。
此外,您正在此处处理全局轮换。您应该改用局部旋转以避免嵌套旋转对象出现问题。
但是在您的情况下,您应该已经说过简单使用
transform.Rotate(60 * WalkingTime, 0, 0, Space.Self);
只需重置
transform.localRotation = Quaternion.Identity;
如您在上一个问题的my answer(“更新”部分)中所述,如果您是最初调用该服务的服务器或客户端,则不要忘记跳过ClientRpc
避免重复动作。并且不要在同一位置同时调用Cmd和Rpc,这可能会导致奇怪的行为,因为Rpc只能由服务器调用。调用一个方法walk
,然后再调用Cmd
,然后再调用Rpc
。