我已经在CharacterController
上工作了一段时间(这是当前代码):
using UnityEngine;
[RequireComponent(typeof(CharacterController))]
class MomentumMovement : MonoBehaviour
{
public GameObject playerCamera;
public GameObject playerModel;
CharacterController controller;
float speed = 400f;
Vector3 lastVelocity;
void Start()
{
controller = GetComponent<CharacterController>();
lastVelocity = controller.velocity;
}
Vector3 ScaleDirectionVector(Vector3 direction)
{
float multiplier = 1 / (Mathf.Abs(direction.x) + Mathf.Abs(direction.z));
return new Vector3(
direction.x * multiplier,
0,
direction.z * multiplier
);
}
void Move()
{
Vector3 moveVector = ScaleDirectionVector(playerCamera.transform.forward) * Input.GetAxis("Vertical");
moveVector += ScaleDirectionVector(playerCamera.transform.right) * Input.GetAxis("Horizontal");
moveVector *= speed * Time.deltaTime;
controller.SimpleMove(moveVector);
playerModel.transform.position = transform.position;
}
void RotateToVelocity()
{
Vector3 lookAt = transform.position + controller.velocity.normalized;
Vector3 targetPostition = new Vector3(lookAt.x, transform.position.y, lookAt.z);
if (targetPostition - transform.position != Vector3.zero)
{
Quaternion q = Quaternion.LookRotation(targetPostition - transform.position);
transform.rotation = Quaternion.RotateTowards(transform.rotation, q, 500 * Time.deltaTime);
}
}
Vector3 CalculateTilt(Vector3 acceleration)
{
return new Vector3(
acceleration.z,
0,
acceleration.x
);
}
void TiltToAcceleration()
{
Vector3 centerOfMass = controller.center + controller.transform.position;
Vector3 acceleration = controller.velocity / Time.deltaTime - lastVelocity;
Vector3 tilt = CalculateTilt(acceleration);
Quaternion targetRotation = Quaternion.Euler(transform.eulerAngles + tilt);
playerModel.transform.rotation = Quaternion.Lerp(playerModel.transform.rotation, targetRotation, 10 * Time.deltaTime);
}
void FixedUpdate()
{
Move();
RotateToVelocity();
TiltToAcceleration();
lastVelocity = controller.velocity / Time.deltaTime;
}
}
而且我在播放器的模型上添加“加速倾斜”效果已经停留了几天。[请务必注意,脚本已附加到GameObject
并附加了CharacterController
,虽然playerModel是场景中的一个独立对象,但我试图防止某些情况发生。这种方式的局部-全局旋转问题(我在这里可能是错误的)由于某种原因(这是代码的最佳变化),加速度倾斜仅在朝正z加速时才看起来合适。现在,我知道这与三角学有关,但是我在计算中尝试了Sin(transform.eulerAngles.y) or Cos(transform.eulerAngles.y) * something
的多种变体,但仍然无法使其正常工作。有人可以指出我的错误吗?谢谢大家。
注:模型运动中也有怪异的抖动,如果有人也可以帮助我,那将是很好的。
弄清楚,这是一个很容易解决的错误,尽管抖动仍然是一个问题,但模型现在可以正确倾斜了。这是代码:
using UnityEngine;
[RequireComponent(typeof(CharacterController))]
class MomentumMovement : MonoBehaviour
{
public GameObject playerCamera;
public GameObject playerModel;
CharacterController controller;
float speed = 400f;
Vector3 lastVelocity;
void Start()
{
controller = GetComponent<CharacterController>();
lastVelocity = controller.velocity;
}
Vector3 ScaleDirectionVector(Vector3 direction)
{
float multiplier = 1 / (Mathf.Abs(direction.x) + Mathf.Abs(direction.z));
return new Vector3(
direction.x * multiplier,
0,
direction.z * multiplier
);
}
void Move()
{
Vector3 moveVector = ScaleDirectionVector(playerCamera.transform.forward) * Input.GetAxis("Vertical");
moveVector += ScaleDirectionVector(playerCamera.transform.right) * Input.GetAxis("Horizontal");
moveVector *= speed * Time.deltaTime;
controller.SimpleMove(moveVector);
playerModel.transform.position = transform.position;
}
void RotateToVelocity()
{
Vector3 lookAt = transform.position + controller.velocity.normalized;
Vector3 targetPosition = new Vector3(lookAt.x, transform.position.y, lookAt.z);
if (targetPosition - transform.position != Vector3.zero)
{
Quaternion q = Quaternion.LookRotation(targetPosition - transform.position);
transform.rotation = Quaternion.RotateTowards(transform.rotation, q, 500 * Time.deltaTime);
}
}
Vector3 CalculateTilt(Vector3 acceleration)
{
Vector3 tiltAxis = Vector3.Cross(acceleration, Vector3.up);
tiltAxis.y = 0;
Quaternion targetRotation = Quaternion.AngleAxis(30, tiltAxis) * transform.rotation;
return targetRotation.eulerAngles;
}
void TiltToAcceleration()
{
Vector3 centerOfMass = controller.center + controller.transform.position;
Vector3 acceleration = controller.velocity / Time.deltaTime - lastVelocity;
Vector3 tilt = CalculateTilt(acceleration);
Quaternion targetRotation = Quaternion.Euler(tilt);
playerModel.transform.rotation = Quaternion.Lerp(playerModel.transform.rotation, targetRotation, 10 * Time.deltaTime);
}
void FixedUpdate()
{
Move();
RotateToVelocity();
TiltToAcceleration();
lastVelocity = controller.velocity / Time.deltaTime;
}
}
我最终计算出要旋转的轴(这是世界的“向上”方向与加速度矢量之间的叉积),并在其上手动旋转模型30度。现在这是我之前尝试过的东西,但是问题的关键在这行:
Quaternion targetRotation = Quaternion.Euler(transform.eulerAngles + tilt);
后来更改为:
Quaternion targetRotation = Quaternion.Euler(tilt);
希望我的代码可以帮助任何人!
Edit:这是代码的新版本,没有太多抖动:
using UnityEngine;
[RequireComponent(typeof(CharacterController))]
class MomentumMovement : MonoBehaviour
{
public GameObject playerCamera;
public GameObject playerModel;
CharacterController controller;
float speed = 400f;
Vector3 lastVelocity;
void Start()
{
controller = GetComponent<CharacterController>();
lastVelocity = controller.velocity;
}
Vector3 ScaleDirectionVector(Vector3 direction)
{
float multiplier = 1 / (Mathf.Abs(direction.x) + Mathf.Abs(direction.z));
return new Vector3(
direction.x * multiplier,
0,
direction.z * multiplier
);
}
void Move()
{
Vector3 moveVector = ScaleDirectionVector(playerCamera.transform.forward) * Input.GetAxis("Vertical");
moveVector += ScaleDirectionVector(playerCamera.transform.right) * Input.GetAxis("Horizontal");
moveVector *= speed * Time.deltaTime;
controller.SimpleMove(moveVector);
playerModel.transform.position = transform.position;
}
void RotateToVelocity()
{
Vector3 lookAt = transform.position + controller.velocity.normalized;
Vector3 targetPosition = new Vector3(lookAt.x, transform.position.y, lookAt.z);
if (targetPosition - transform.position != Vector3.zero)
{
Quaternion q = Quaternion.LookRotation(targetPosition - transform.position);
transform.rotation = Quaternion.RotateTowards(transform.rotation, q, 500 * Time.deltaTime);
}
}
Vector3 CalculateTilt(Vector3 acceleration)
{
acceleration.y = 0;
Vector3 tiltAxis = Vector3.Cross(acceleration, Vector3.up);
float angle = Mathf.Clamp(-acceleration.magnitude, -30, 30);
Quaternion targetRotation = Quaternion.AngleAxis(angle, tiltAxis) * transform.rotation;
return targetRotation.eulerAngles;
}
void TiltToAcceleration()
{
Vector3 centerOfMass = controller.center + controller.transform.position;
Vector3 acceleration = controller.velocity / Time.deltaTime - lastVelocity;
Vector3 tilt = CalculateTilt(acceleration);
Quaternion targetRotation = Quaternion.Euler(tilt);
playerModel.transform.rotation = Quaternion.Lerp(playerModel.transform.rotation, targetRotation, 10 * Time.deltaTime);
}
void FixedUpdate()
{
Move();
RotateToVelocity();
TiltToAcceleration();
lastVelocity = controller.velocity / Time.deltaTime;
}
}