【发布时间】:2020-12-19 22:16:19
【问题描述】:
所以我正在努力实现如何为 rb 对象添加相对于其旋转的速度。这是我的脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
[RequireComponent(typeof(Rigidbody))]
public class PlayerController : MonoBehaviour
{
private Rigidbody rb;
public CinemachineFreeLook camFreeLook;
public float speed = 5f;
private float refVelocity;
void Start()
{
rb = GetComponent<Rigidbody>();
Cursor.visible = false;
}
void Update()
{
float xMovement = Input.GetAxis("Horizontal") * speed;
float zMovement = Input.GetAxis("Vertical") * speed;
if (Input.GetButton("Horizontal") || Input.GetButton("Vertical"))
{
rb.velocity = new Vector3(xMovement, rb.velocity.y, zMovement); // Here is the problem. It moves the player relative to the world axis, but im trying to move it relative to it's local axis
}
if (Input.GetButton("Horizontal") || Input.GetButton("Vertical"))
{
float rotationY = Mathf.SmoothDampAngle(transform.eulerAngles.y, camFreeLook.m_XAxis.Value, ref refVelocity, 0.1f);
transform.eulerAngles = new Vector3(transform.eulerAngles.x, rotationY, transform.eulerAngles.z);
}
}
}
如果有人知道如何解决此问题,请添加说明。谢谢!
【问题讨论】:
-
一般来说你不应该像这样旋转你的对象。 1) 不要动态更改
eulerAngles2) 不要将刚体的操作与变换混合。而是使用例如Rigidbody.MoveRotation在固定更新中
标签: c# unity3d rigid-bodies