如何始终根据轴方向移动对象?

时间:2019-02-26 23:51:01

标签: c# unity3d qvector3d

我正在尝试将球移动到固定距离。 为此,我使用了一些Vector3和Lerping。

但是当我的物体旋转时,球仍然沿相同的方向移动,而不是按我的X轴方向设置的新方向移动。我在代码的注释中添加了想要实现的更多细节。

public float timeTakenDuringLerp = 1f;

/// <summary>
/// How far the object should move when 'UpArrow' is pressed
/// </summary>
public float distanceToMove = 7; //value can be change in unity

//Whether we are currently interpolating or not
private bool _isLerping;

//The start and finish positions for the interpolation
private Vector3 _startPosition;
private Vector3 _endPosition;

//The Time.time value when we started the interpolation
private float _timeStartedLerping;
Vector3 myVector;

/// <summary>
/// Called to begin the linear interpolation
/// </summary>

void StartLerping1()
{
    _isLerping = true;
    _timeStartedLerping = Time.time;

    //We set the start position to the current position, and the finish to 7 spaces in the 'forward' direction
    _startPosition = transform.position;

    myVector = new Vector3(1, 0, 0);
    _endPosition = transform.position + myVector * distanceToMove;
}

void Update()
{
    //When the user hits the up arrow, we start lerping
    if (Input.GetKey(KeyCode.UpArrow))
    {
        StartLerping1();
    }

    if (Input.GetKeyDown(KeyCode.RightArrow))
    {
        // THE ROTATION IS SUPPOSED TO HAPPEN, AND THE MOVEMENT SHOULD BE BASED ON THIS NEW DIRECTION
    }

}


//We do the actual interpolation in FixedUpdate(), since we're dealing with a rigidbody
    void FixedUpdate()
    {
        if (_isLerping)
        {
            //We want percentage = 0.0 when Time.time = _timeStartedLerping
            //and percentage = 1.0 when Time.time = _timeStartedLerping + timeTakenDuringLerp
            //In other words, we want to know what percentage of "timeTakenDuringLerp" the value
            //"Time.time - _timeStartedLerping" is.
            float timeSinceStarted = Time.time - _timeStartedLerping;
            float percentageComplete = timeSinceStarted / timeTakenDuringLerp;
        //Perform the actual lerping.  Notice that the first two parameters will always be the same
        //throughout a single lerp-processs (ie. they won't change until we hit the space-bar again
        //to start another lerp)
        transform.position = Vector3.Lerp(_startPosition, _endPosition, percentageComplete);

        //When we've completed the lerp, we set _isLerping to false
        if (percentageComplete >= 1.0f)
        {
            _isLerping = false;
        }
    }
}

1 个答案:

答案 0 :(得分:3)

当你说

myVector = new Vector3(1, 0, 0); //you can short hand to myVector = Vector3.right

您要声明一个指向世界空间中向右的向量(是,(1,0,0)是对的,而不是向前),单位将使用场景视图右上角的小轴作为参考运用你的动作,

旋转时不会改变。

您要做的是使用GameObject的变换作为参考,这是一个考虑旋转的局部空间坐标,而不是

myVector = Vector3.forward;

尝试

myVector = transform.forward;

并在该方向上移动。