你误解了 Lerp 是做什么的。Lerp 本身不会为任何东西设置动画,它仅在两个值之间插入 t,其中 t 在 0 到 1 的范围内。您可以将 t 想象为百分比 -> 如果 t 为 0,则 lerp 的结果是第一个值 (或者在 v3 的情况下,在第二个方向上也是 0%),如果 t 为 1,则结果为第二个,如果 t 为 0.5,则结果位于两者的中间,所以如果它的 0.25 为 25%(Slerp 为基本相同,只是该值表示旋转,请查看维基百科以获取有关所有这些的更多信息)。
但这最终对你意味着什么?
您需要多次调用 Lerp,并将 t 设置为您所在的时间。(1 / seconds) * Time.deltaTime
一种选择是启动协程,并在玩家进入/退出触发器后按每一帧逐渐增加/减少 t 。
编辑:
将此附加到可见的游戏对象并运行它。它认为应该弄清楚 Lerp 的工作原理。重要的部分是t。它需要随着时间的推移而增加/减少才能产生动画效果。
using UnityEngine;
public class LerpExample : MonoBehaviour {
public Vector3 targetScale = new Vector3(2, 2, 2);
public float duration = 2;
Vector3 originalScale;
float timeFactor;
float t;
void Start() {
originalScale = transform.localScale;
//since only values between 0 and 1 will do something
//we need to know "how much" Time.deltaTime affects our lerping
//ofc we could calculate it "on the fly", but it stays the same so better store it
timeFactor = 1 / duration;
t = 0;
}
void Update() {
//this is just so it repeats over and over
//if t would grow bigger than 1, it would just be interpreted as 1 by Lerp
if (t > 1) t -= 1;
//this is what animates it in the end. each frame (its the update method!) a fraction gets added to t. think of it as percentage.
t += timeFactor * Time.deltaTime;
transform.localScale = Vector3.Lerp(originalScale, targetScale, t);
}
}
edit2:好的,这是上面在协程中运行的。虽然有一个小“陷阱”。我没有考虑玩家在缩放结束之前离开触发器的时间。如果他这样做,则持续时间不一致。例如,如果它是 10 秒并且他在 2 秒后离开,他将在 10 秒内恢复正常,而不是 2 秒。如果你想修复它,我把它留给你修复。
这会触发
using UnityEngine;
public class Cake : MonoBehaviour {
public Vector3 targetScale = new Vector3(2, 2, 2);
public float duration = 2;
void OnTriggerEnter(Collider other) {
Alice alice = other.GetComponentInParent<Alice>();
if (alice == null) return;
alice.Eat(this);
}
void OnTriggerExit(Collider other) {
Alice alice = other.GetComponentInParent<Alice>();
if (alice == null) return;
alice.GrowBackToNormal(this);
}
}
这会进入进入触发器的对象
using UnityEngine;
using System.Collections;
public class Alice : MonoBehaviour {
Vector3 originalScale;
Coroutine eatAllTheCakeCoroutine;
void Start() {
originalScale = transform.localScale;
}
IEnumerator ChangeScale(Vector3 targetScale, float duration) {
Vector3 startScale = transform.localScale;
float timeFactor = 1 / duration;
float t = 0;
while (t < 1) {
t += timeFactor * Time.deltaTime;
transform.localScale = Vector3.Lerp(startScale, targetScale, t);
yield return null;
}
transform.localScale = targetScale;
}
public void Eat(Cake cake) {
if (eatAllTheCakeCoroutine != null) StopCoroutine(eatAllTheCakeCoroutine);
eatAllTheCakeCoroutine = StartCoroutine(ChangeScale(cake.targetScale, cake.duration));
}
public void GrowBackToNormal(Cake cake) {
if(eatAllTheCakeCoroutine != null) StopCoroutine(eatAllTheCakeCoroutine);
eatAllTheCakeCoroutine = StartCoroutine(ChangeScale(originalScale, cake.duration));
}
}