我的可玩角色在遇到对撞机障碍物时向左或向右旋转。这是正常现象,但是我想知道是否可以禁用它。
这是脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMotor : MonoBehaviour
{
public Vector3 startPosition;
private const float LANE_DISTANCE = 3.0f;
private const float TURN_SPEED = 0.5f;
//Functionality
private bool isRunning = false;
public bool isClimbing = false;
private readonly object down;
private CharacterController controller;
[SerializeField]
private float jumpForce = 5.0f;
private float verticalVelocity = 0.0f;
private float gravity = 10.0f;
//Speed
private float originalSpeed = 4.0f;
private float speed = 4.0f;
private float speedIncreaseLastTick;
private float speedIncreaseTime = 2.5f;
private float speedIncreaseAmount = 0.1f;
private float climbingSpeed = 1.0f;
private int desiredLane = 0; //0 = left, 1 = middle, 2 = right
private Animator anim;
// Start is called before the first frame update
void Start()
{
speed = originalSpeed;
controller = GetComponent<CharacterController>();
anim = GetComponent<Animator>();
transform.position = startPosition;
}
// Update is called once per frame
void Update()
{
if (isClimbing)
{
transform.Translate(Vector3.up * climbingSpeed * Time.deltaTime);
}
if (!isRunning)
return;
if (Time.time - speedIncreaseLastTick > speedIncreaseTime)
{
speedIncreaseLastTick = Time.time;
speed += speedIncreaseAmount;
//GameManager.Instance.UpdateScores();
}
// Gather the inputs on wich lane we should be
if (MobileInput.Instance.SwipeLeft)
{
MoveLane(false);
}
if (MobileInput.Instance.SwipeRight)
{
MoveLane(true);
}
// Calculate where we should be horizontally
Vector3 targetPosition = transform.position.z * Vector3.forward;
int posX = Mathf.Abs(desiredLane);
if (desiredLane < 0)
targetPosition += Vector3.left * posX * LANE_DISTANCE;
else if (desiredLane > 0)
targetPosition += Vector3.right * posX * LANE_DISTANCE;
//Calculate move delta
Vector3 moveVector = Vector3.zero;
moveVector.x = (targetPosition - transform.position).normalized.x * speed;
bool isGrounded = IsGrounded();
anim.SetBool("Grounded", isGrounded);
//Calculate y
if (isGrounded) //If grounded
{
verticalVelocity = -0.1f;
if (MobileInput.Instance.SwipeUp)
{
//Jump
anim.SetTrigger("Jump");
verticalVelocity = jumpForce;
}
else if (MobileInput.Instance.SwipeDown)
{
//Slide
StartSliding();
Invoke("StopSliding", 1.0f);
}
}
else
{
verticalVelocity -= (gravity * Time.deltaTime);
//Fast falling machanics
if (MobileInput.Instance.SwipeDown)
{
verticalVelocity = -jumpForce;
}
}
moveVector.y = verticalVelocity;
moveVector.z = speed;
//Move the character
controller.Move(moveVector * Time.deltaTime);
//Rotate the player where is going
Vector3 dir = controller.velocity;
if (dir!= Vector3.zero)
{
dir.y = 0;
transform.forward = Vector3.Lerp(transform.forward, dir, TURN_SPEED);
}
}
// This function (MoveLane) allows the player to move to the left and to the right
private void MoveLane(bool goingRight)
{
if (!goingRight)
{
desiredLane--;
if (desiredLane == -6)
desiredLane = -5;
}
if (goingRight)
{
desiredLane++;
if (desiredLane == 6)
desiredLane = 5;
}
/* We wan rewrite the above function like this below
desiredLane += (goingRight) ? 1 : -1;
Mathf.Clamp(desiredLane, -5, 5);
*/
}
private bool IsGrounded()
{
Ray groundRay = new Ray(new Vector3(controller.bounds.center.x, (controller.bounds.center.y - controller.bounds.extents.y) + 0.2f,
controller.bounds.center.z), Vector3.down);
Debug.DrawRay(groundRay.origin, groundRay.direction, Color.cyan, 1.0f);
return (Physics.Raycast(groundRay, 0.2f + 0.1f));
}
public void StartRunning ()
{
isRunning = true;
anim.SetTrigger("StartRunning");
}
private void StartSliding()
{
anim.SetBool("Sliding", true);
controller.height /= 2;
controller.center = new Vector3(controller.center.x, controller.center.y / 2, controller.center.z);
}
private void StopSliding()
{
anim.SetBool("Sliding", false);
controller.height *= 2;
controller.center = new Vector3(controller.center.x, controller.center.y * 2, controller.center.z);
}
private void Crash()
{
anim.SetTrigger("Death");
isRunning = false;
}
private void OnControllerColliderHit(ControllerColliderHit hit)
{
switch(hit.gameObject.tag)
{
case "Obstacle":
Crash();
break;
}
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "Ladder")
{
isRunning = false;
isClimbing = true;
anim.SetBool("ClimbingLadder", true);
}
else if (other.gameObject.tag == "LadderCol2")
{
isClimbing = false;
anim.SetBool("ClimbingLadder", false);
transform.Translate(Vector3.forward * 1);
isRunning = true;
}
}
}
我看到了问题。来自这些行
Vector3 dir = controller.velocity;
if (dir!= Vector3.zero)
{ dir.y = 0;
transform.forward =
Vector3.Lerp(transform.forward, dir,
TURN_SPEED);
}
我添加了它们,以便在播放器向左或向右旋转时旋转播放器一点。