我不确定是否NavmeshAgent
应该为您这样做。这看起来像是您应该手动执行的操作。
您可以通过向下执行光线投射并获取命中点的法线来校正角色的旋转以匹配斜率。在获得生命值的法线后,您可以使用该法线计算新的旋转。有很多方法可以进行这种计算,但使用Quaternion.FromToRotation
和 lerping 旋转Quaternion.Lerp
似乎效果最好。
最后,确保仅对您认为是“山”或“地面”的对象进行光线投射。您可以通过对放置“Hill”或“Ground”对象的图层进行按位运算来完成此操作。下面的示例假设您认为是“山”或“地面”的对象位于名为“山”的图层上。
//Reference of the moving GameObject that will be corrected
public GameObject movingObject;
//Offset postion from where the raycast is cast from
public Vector3 originOffset;
public float maxRayDist = 100f;
//The speed to apply the corrected slope angle
public float slopeRotChangeSpeed = 10f;
void Update()
{
//Get the object's position
Transform objTrans = movingObject.transform;
Vector3 origin = objTrans.position;
//Only register raycast consided as Hill(Can be any layer name)
int hillLayerIndex = LayerMask.NameToLayer("Hill");
//Calculate layermask to Raycast to.
int layerMask = (1 << hillLayerIndex);
RaycastHit slopeHit;
//Perform raycast from the object's position downwards
if (Physics.Raycast(origin + originOffset, Vector3.down, out slopeHit, maxRayDist, layerMask))
{
//Drawline to show the hit point
Debug.DrawLine(origin + originOffset, slopeHit.point, Color.red);
//Get slope angle from the raycast hit normal then calcuate new pos of the object
Quaternion newRot = Quaternion.FromToRotation(objTrans.up, slopeHit.normal)
* objTrans.rotation;
//Apply the rotation
objTrans.rotation = Quaternion.Lerp(objTrans.rotation, newRot,
Time.deltaTime * slopeRotChangeSpeed);
}
}