【问题标题】:Unity Player Forward Movement to World not localUnity Player 向前移动到世界而不是本地
【发布时间】:2018-11-27 13:54:33
【问题描述】:

我目前有一个关于 Player Gameobject 的脚本。我进行了设置,以便当我使用 WASD 键“移动”玩家时,它会旋转玩家的腿来模拟行走(我不知道如何制作动画,所以这是我知道的唯一方法)。见以下代码:

public float WalkingTime;  //timer for walking animation
public GameObject PlayerLeftLeg;
public GameObject PlayerRightLeg;

下面的代码在“更新”功能下

if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D))
    {
        //timer
        WalkingTime += Time.deltaTime;

        //right leg stepping forward
        if (WalkingTime > 0 && WalkingTime < .4)
        {
            PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x - (60  * WalkingTime), Vector3.forward);
            PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(PlayerLeftLeg.transform.rotation.x + (60 * WalkingTime), Vector3.forward);
        }

        //left leg stepping forward
        if (WalkingTime > .4 && WalkingTime < 1.2)
        {
            PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x + (60 * (WalkingTime - .8f)), Vector3.forward);
            PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(PlayerLeftLeg.transform.rotation.x - (60 * (WalkingTime - .8f)), Vector3.forward);
        }

        //right leg stepping forward
        if (WalkingTime > 1.2 && WalkingTime < 1.59)
        {
            PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x - (60 * (WalkingTime - 1.6f)), Vector3.forward);
            PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(PlayerLeftLeg.transform.rotation.x + (60 * (WalkingTime - 1.6f)), Vector3.forward);
        }

        //resetting
        if (WalkingTime > 1.6)
        {
            PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(0, Vector3.forward);
            PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(0, Vector3.forward);
            WalkingTime = 0;
        }
    }
    else
    {
        //if player not walking then reset
        PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(0, Vector3.forward);
        PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(0, Vector3.forward);
        WalkingTime = 0;
    }

现在代码工作正常,除了当我使用鼠标让我的播放器旋转或看向不同的方向时,“PlayerRightLeg”和“PlayerLeftLeg”的“Forward”也是如此。我的玩家仍然按照我想要的正确方向行走,但腿部运动旋转不正确。

我是否可以使用代码来替换“Vector3.Forward”,以便我的玩家的腿总是“向前”移动?

【问题讨论】:

  • Transform 有一个属性localRotation

标签: c# unity3d


【解决方案1】:

没关系,我想通了哈哈

我使用了下面的代码,这利用了世界空间方向

PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x - (60  * WalkingTime), transform.TransformVector(1,0,0));

【讨论】:

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