我有一个混合树的问题,我正在使用它和一个脚本来改变浮动,这样我就可以控制玩家的动画。但是混合树中的参数值在返回 0 时变得疯狂。它开始出现随机数,我知道修复它的唯一方法是手动重置它。
这是击中 0 后发生的情况 --> 发生了 什么.gif
有没有办法我错误地使用混合树或统一的新错误?有任何想法吗??
动画控制器
第三人称角色控制器
public float walkSpeed = 2;
public float runSpeed = 6;
public float gravity = -12;
public float jumpHeight = 1;
public float airControlPercent;
public float turnSmoothTime = 0.2f;
float turnSmoothVelocity;
public float speedSmoothTime = 0.1f;
float speedSmoothVelocity;
float currentSpeed;
float velocityY;
Animator animator;
Transform cameraT;
CharacterController controller;
void Start () {
animator = GetComponent<Animator> ();
cameraT = Camera.main.transform;
controller = GetComponent<CharacterController> ();
}
void Update () {
// input
Vector2 input = new Vector2 (Input.GetAxisRaw ("Horizontal"), Input.GetAxisRaw ("Vertical"));
Vector2 inputDir = input.normalized;
bool running = Input.GetKey (KeyCode.LeftShift);
Move (inputDir, running);
if (Input.GetKeyDown (KeyCode.Space)) {
Jump ();
}
// animator
float animationSpeedPercent = ((running) ? currentSpeed / runSpeed : currentSpeed / walkSpeed * .5f);
animator.SetFloat ("speedPercent", animationSpeedPercent, speedSmoothTime, Time.deltaTime);
}
void Move(Vector2 inputDir, bool running) {
if (inputDir != Vector2.zero) {
float targetRotation = Mathf.Atan2 (inputDir.x, inputDir.y) * Mathf.Rad2Deg + cameraT.eulerAngles.y;
transform.eulerAngles = Vector3.up * Mathf.SmoothDampAngle(transform.eulerAngles.y, targetRotation, ref turnSmoothVelocity, GetModifiedSmoothTime(turnSmoothTime));
}
float targetSpeed = ((running) ? runSpeed : walkSpeed) * inputDir.magnitude;
currentSpeed = Mathf.SmoothDamp (currentSpeed, targetSpeed, ref speedSmoothVelocity, GetModifiedSmoothTime(speedSmoothTime));
velocityY += Time.deltaTime * gravity;
Vector3 velocity = transform.forward * currentSpeed + Vector3.up * velocityY;
controller.Move (velocity * Time.deltaTime);
currentSpeed = new Vector2 (controller.velocity.x, controller.velocity.z).magnitude;
if (controller.isGrounded) {
velocityY = 0;
}
}
void Jump() {
if (controller.isGrounded) {
float jumpVelocity = Mathf.Sqrt (-2 * gravity * jumpHeight);
velocityY = jumpVelocity;
}
}
float GetModifiedSmoothTime(float smoothTime) {
if (controller.isGrounded) {
return smoothTime;
}
if (airControlPercent == 0) {
return float.MaxValue;
}
return smoothTime / airControlPercent;
}
注意:混合树的参数是“speedPercent”