我目前有一个设置,播放器可以使用WASD向前,向左,向右和向后移动。基本的东西。
public class Player : MonoBehaviour
{
public InputMaster controls;
private float playerSpeed = 4f;
{
controls = new InputMaster();
controls.PlayerN.Movement.performed += ctx => Movement(ctx.ReadValue<Vector2>());
controls.PlayerN.Movement.performed += ctx => move = ctx.ReadValue<Vector2>();
controls.PlayerN.Movement.canceled += ctx => move = Vector2.zero;
}
void Update()
{
Vector2 inputVector = controls.PlayerN.Movement.ReadValue<Vector2>();
inputVector = new Vector2(move.x, move.y) * Time.deltaTime * playerSpeed;
Vector3 finalVector = new Vector3();
finalVector.x = inputVector.x;
finalVector.z = inputVector.y;
transform.Translate(finalVector, Space.World);
private void OnEnable()
{
controls.Enable();
}
private void OnDisable()
{
controls.Disable();
}
}
}
以上是我如何称呼运动。您可能会注意到该动作图被称为PlayerN
,这是因为我总共有4个动作图,并且我的想法是当相机围绕播放器旋转90度时,我希望播放器切换到下一个动作图(北,东,南,西)。例如,我的动作图“ PlayerE”在W上向左移动,在S上向右移动,在A上向下移动,在D上向上移动。我只是重新调整了WASD键的方向。
我现在对于如何切换到其他动作图一无所知。我查看了新输入系统的文档,但找不到任何好的信息。
我对如何解决此问题有一个想法,但是我不知道我是否走在正确的轨道上。我有一个switch循环,用于检查另一个名为camDirection
的脚本中的int,并且我的void Update()
函数中有这部分。
switch (refScript.camDirection)
{
case -3:
Debug.Log("Facing East");
break;
case -2:
Debug.Log("Facing South");
break;
case -1:
Debug.Log("Facing West");
break;
case 0:
Debug.Log("Facing North");
break;
case 1:
Debug.Log("Facing East");
break;
case 2:
Debug.Log("Facing South");
break;
case 3:
Debug.Log("Facing West");
break;
}
无论如何,我目前对此仍然感到困惑,因此,如果有人对如何解决此问题有任何想法,我将非常感激。
答案 0 :(得分:1)
好的,我将按照您在评论中的要求发布一个代码,用于计算3D空间中的玩家移动。
首先,我们假设我们处于同一坐标系中: X-左(-X右) Y-向上(-Y =向下) Z-正向(-Z =向后)。 然后,您需要具有3个字段(类级别的变量):
//Actual position of the player in 3d space
Vector3 _playerPosition;
// The point in 3d space at which the player is looking right now
// If he can move only horizontally - the Y coordinate can be locked.
Vector3 _playerLooksAt;
// Last known mouse position
Vector2 _lastMousePosition;
然后在您的Update方法中执行以下操作:
void Update()
{
// You need to where the Player should be moved, like that:
// Vector2 inputVector = controls.PlayerN.Movement.ReadValue<Vector2>();
// But I do not know what did you have there, so usually I read them from
// AWSD keys:
float x = 0, z = 0;
var pressedKey = Keyboard.GetPressedKey(); // depends on your platform
if (pressedKey == "W") // move forward
{
z = 1;
}
if (pressedKey == "A") // move left
{
x = 1;
}
// and for remaining keys similar code, but assign -1 accordingly.
var inputVectorForMovement = new Vector3(x, 0, z);
// Then you have to get rotation angle, again I do not know how you do it,
// but it is usually obtained from mouse movement:
var currentMousePosition = Mouse.GetPosition(); // depends on your platform
// I just did simple approximation here to rotate on the angle of 45 degrees converted to radians per 100 pixels of mouse movement:
var horizontalRotationAngleRadians = Math.Pi/4f * (currentMousePosition.X - _lastMousePosition.X) / 100f;
// Create rotation matrix assuming Y is up vector:
var rotationMatrixForPlayerDirection = Matrix.CreateRotationY(horizontalRotationAngleRadians);
// Calculate player direction:
var playerDirection = _playerLooksAt - _playerPosition;
// Normalize it*, so the direction vector will have coefficients per each axis indicating how much the position should be moved to either side:
playerDirection.Normalize();
// and rotate it:
var rotatedPlayerDirection = Vector3.Transfom(playerDirection, rotationMatrixForPlayerDirection);
// Then you can simply move forward or backward along this vector:
var movementOnVector = (rotatedPlayerDirection * Time.deltaTime * playerSpeed * inputVectorForMovement.Z);
_position += movementOnVector;
// To move left or right according to the direction vector
// you have to calculate a vector perpendicular
// to both of direction vector and up vector (which is Y)**:
var sideDirectionVector = Vector3.Cross(rotatedPlayerDirection, Vector3.UnitY);
// and just do the movement along that vector:
movementOnVector = (sideDirectionVector * Time.deltaTime * playerSpeed * inputVectorForMovement.X);
_position += movementOnVector;
// Do not forget to update fields:
_playerLooksAt = _position + rotatedPlayerDirection;
_lastMousePosition = currentMousePosition;
}