如何旋转对象并将其移动到另一个对象位置并旋转?

时间:2020-01-31 13:43:46

标签: c# unity3d rotation

首先是一些屏幕截图。

第一个是我要移动并旋转的对象: 这是目标:您可以看到它的位置和旋转:

Target

此屏幕快照是我要旋转和移动的对象的快照,因此它将与目标一样位于相同的位置和旋转:

Object to rotate and move to the target position and rotation

它们看起来像是相同的旋转和位置,但是我要旋转和移动的对象具有Animator,当游戏开始时,我播放动画,当动画结束播放时,我旋转并移动对象,我想将其旋转为如目标位置和旋转。

此脚本已附加到我要旋转和移动的对象上:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayAnimation : MonoBehaviour
{
    // The target marker.
    public Transform target;
    // Angular speed in radians per sec.
    public float speed = 1.0f;

    private Animator anim;
    private bool started = true;
    private float animationLenth;
    private bool ended = false;

    // Start is called before the first frame update
    void Start()
    {
        anim = GetComponent<Animator>();
    }

    private void Update()
    {
        if (Whilefun.FPEKit.FPESaveLoadManager.gameStarted == true && started == true)
        {
            Whilefun.FPEKit.FPEInteractionManagerScript.Instance.BeginCutscene();
            anim.enabled = true;
            anim.Play("Stand Up", 0, 0);
            animationLenth = anim.GetCurrentAnimatorStateInfo(0).length;
            StartCoroutine(AnimationEnded());
            started = false;
        }

        if (ended == true)
        {
            // Determine which direction to rotate towards
            Vector3 targetDirection = transform.position - target.position;

            // The step size is equal to speed times frame time.
            float singleStep = speed * Time.deltaTime;

            // Rotate the forward vector towards the target direction by one step
            Vector3 newDirection = Vector3.RotateTowards(transform.forward, targetDirection, singleStep, 0.0f);

            // Calculate a rotation a step closer to the target and applies rotation to this object
            transform.rotation = Quaternion.LookRotation(newDirection);
        }
    }

    IEnumerator AnimationEnded()
    {
        yield return new WaitForSeconds(animationLenth);

        ended = true;
        Whilefun.FPEKit.FPEInteractionManagerScript.Instance.EndCutscene();
        anim.enabled = false;
        //transform.gameObject.SetActive(false);
    }
}

我正在使用end标志来指示动画何时结束播放,然后在Update中开始旋转(我也需要移动)。但是它并没有腐烂得太滑并且还没有移动。

我希望它可以旋转并平滑移动,就像从动画剪辑结束到它将位于与目标相同的位置和旋转一样过渡。

但是最后,直到最后才旋转,就像这样,而不像目标:

Not same as target rotation and not moving yet

我正在使用RotateTowards和MoveTowards

if (ended == true)
        {
            // The step size is equal to speed times frame time.
            var step = speed * Time.deltaTime;

            // Rotate our transform a step closer to the target's.
            transform.rotation = Quaternion.RotateTowards(transform.rotation, target.rotation, step);
            transform.position = Vector3.MoveTowards(transform.position, target.position, step);
            headTransform.rotation = Quaternion.RotateTowards(headTransform.rotation, target.rotation, step);
        }

这很好。但这在更新中(已删除刚体,因此可以在更新中而不是在固定更新中使用)。协程完成后,如何在WaitForSeconds之后在IEnumerator中工作?

这就是我现在在IEnumerator中进行操作的方式:

问题在于,它永远不会结束,而它会在while内不断循环。 它并没有冻结编辑器之类的东西,但是它永远不会完成while循环。

IEnumerator AnimationEnded()
    {
        yield return new WaitForSeconds(animationLenth);

        Vector3 currentPosition = transform.position;
        while (Vector3.Distance(currentPosition, target.position) > 0.1f)
        {
            var step = speed * Time.deltaTime;

            // Rotate our transform a step closer to the target's.
            transform.rotation = Quaternion.RotateTowards(transform.rotation, target.rotation, step);
            transform.position = Vector3.MoveTowards(transform.position, target.position, step);
            headTransform.rotation = Quaternion.RotateTowards(headTransform.rotation, target.rotation, step);

            yield return null;
        }

        Whilefun.FPEKit.FPEInteractionManagerScript.Instance.EndCutscene();
        anim.enabled = false;
    }

0 个答案:

没有答案