using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AnimatorController : MonoBehaviour
{
public Animator[] animators;
public Transform target;
public float speed = 1f;
public float rotationSpeed;
public bool slowDown = false;
public PlayAnimations playanimation;
private bool endRot = false;
private bool endRotation = false;
private Vector3 center;
private bool StartWaitingAnim = true;
// Use this for initialization
void Start()
{
center = target.GetComponent<Renderer>().bounds.center;
for (int i = 0; i < animators.Length; i++)
{
animators[i].SetFloat("Walking Speed", speed);
}
}
// Update is called once per frame
void Update()
{
float distanceFromTarget = Vector3.Distance(animators[2].transform.position, target.position);
for (int i = 0; i < animators.Length; i++)
{
animators[2].transform.position = Vector3.MoveTowards(animators[2].transform.position, center, 0);
}
if (slowDown)
{
if (distanceFromTarget < 10)
{
float speed = (distanceFromTarget / 10) / 1;
for (int i = 0; i < animators.Length; i++)
{
animators[i].SetFloat("Walking Speed", speed);
}
}
}
if (distanceFromTarget < 5f)
{
for (int i = 0; i < animators.Length; i++)
{
animators[i].SetBool("Idle", true);
if (StartWaitingAnim == true)
{
StartCoroutine(WaitForAnimation());
StartWaitingAnim = false;
}
RotateCharacters(2);
}
if (!endRot)
{
Quaternion goalRotation = Quaternion.Euler(0f, 180f, 0f);
float angleToGoal = Quaternion.Angle(
goalRotation,
animators[0].transform.localRotation);
float angleThisFrame = Mathf.Min(angleToGoal, rotationSpeed * Time.deltaTime);
// use axis of Vector3.down to keep angles positive for ease of use
animators[0].transform.Rotate(Vector3.up, angleThisFrame);
animators[1].transform.Rotate(Vector3.down, angleThisFrame);
// We end if we rotated the remaining amount.
endRot = (angleThisFrame == angleToGoal);
}
{
animators[0].SetBool("Rifle Aiming Idle", true);
animators[1].SetBool("Rifle Aiming Idle", true);
}
}
}
private void RotateCharacters(int CharacterIndexToRotate)
{
if (!endRotation && waitangimation == true)
{
Quaternion goalRotation = Quaternion.Euler(0f, -90f, 0f);
float angleToGoal = Quaternion.Angle(
goalRotation,
animators[CharacterIndexToRotate].transform.localRotation);
float angleThisFrame = Mathf.Min(angleToGoal, 100 * Time.deltaTime);
animators[CharacterIndexToRotate].transform.Rotate(Vector3.down, angleThisFrame);
endRotation = (angleThisFrame == angleToGoal);
}
else
{
animators[2].SetBool("Magic Pack", true);
}
}
bool waitangimation = false;
IEnumerator WaitForAnimation()
{
yield return new WaitForSeconds(3);
waitangimation = true;
}
}
在检查时用于在Update内旋转前两个动画器时:
if (!endRot)
然后动画器0和1都缓慢平滑地旋转。
但是后来我想制作一种旋转方法,并将其称为RotateCharacters 我正在尝试使用这种方法旋转动画器[2],但是他旋转得太快了。 RotateCharacters中的代码与其他动画师的旋转相同。但是动画师[2]仍在快速旋转。
最后,我只希望使用RotateCharacters方法来旋转动画制作器。
答案 0 :(得分:3)
您以template <class U> T& operator[](U indices)
作为参数调用operator()
,而不是循环变量RotateCharacters
。
因此,您在每次循环迭代时都旋转2
。