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我正在尝试使用刚体和 Cinemachine 实现 3D、第三人称角色移动。角色应该能够在地面和天花板上以及在墙壁上行走(面对正 X 轴时,只能在左右墙壁上行走)。

我通过向刚体添加/更改恒定力来实现这一点,以更改重力方向并在 x 上旋转角色上下,z 左右旋转角色。

CinemachineBrain 将 World Up Override 设置为 Characters 变换,CinemchineFreeLook 绑定模式设置为“Simple Follow with World Up”。这让摄像机/电影机的轨道相对于角色的旋转进行旋转。

现在我已经在我的 PlayerMovement 脚本中实现了 4 种方法,一种用于每个重力方向(上、下、左、右),它们中的每一个都基本相同,只是改变了旋转和重力。

MoveUp() 和 MoveDown() 方法按预期工作。

但我无法让 MoveLeft() 和 MoveRight() 方法工作。

问题是角色在添加摄像机角度时无法进行 360 度旋转(此处在 x 轴上),但在面对正或负 x 时只能进行 180 度旋转(感觉就像在 y 上有一堵看不见的墙轴。

我以某种方式期望 Cinemachine / the + Camera.main.transform.eulerAngles.x; 是这里的问题,但我无法弄清楚它到底是什么。

这是我在 Unity / 游戏开发中的第一个项目 - 所以我希望我提供了所有必要的信息。

感谢您的回答。

这是我的脚本:

(我按照本教程实现了基本运动并将其更改为使用刚体:https ://youtu.be/4HpC--2iowE )

public class PlayerMovement : MonoBehaviour
{

    public float walkSpeed = 5f;
    public float runSpeed = 15f;
    public float idleSpeed = 0f;

    public string gravityDiretion = "down";
    public ConstantForce gravity = new ConstantForce();
    private float actualSpeed;

    public float turnSmoothing = 0.1f;
    float turnSmoothVelocity;
    private Rigidbody character;


    private void Start()
    {
       character = GetComponent<Rigidbody>();
       gravity = gameObject.AddComponent<ConstantForce>();
    }
    private void FixedUpdate()
    {
        Move();
    }


    private void Move() 
    {
        if (gravityDiretion.Equals("up"))
        {
            MoveUp();
        }
        else if (gravityDiretion.Equals("down"))
        {
            MoveDown();
        }
        else if (gravityDiretion.Equals("right"))
        {
            MoveRight();
        }
        else if (gravityDiretion.Equals("left"))
        {
            MoveLeft();
        }
    }

    private void MoveUp()
    {
        gravity.force = new Vector3(0.0f, 9.81f, 0.0f);

        if (Input.GetKey(KeyCode.LeftShift))
        {
            actualSpeed = runSpeed;
        }
        else
        {
            actualSpeed = walkSpeed;
        }

        float horizonal = Input.GetAxisRaw("Horizontal"); // 1 = left -1 righ
        float vertical = Input.GetAxisRaw("Vertical"); // 1 = forward -1 bakwadrd
        Debug.Log("Axis Vertical = " + vertical);
        Debug.Log("Axis Horizontal = " + horizonal);

        Vector3 direction = new Vector3(horizonal, 0f, -vertical).normalized; //normalize to not moving faster when pressing two keys to walk diagonal


        if (direction.magnitude >= 0.1f) // If lenght of the vecctor is > 0
        {
            //Character Rotation
            float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + Camera.main.transform.eulerAngles.y; // The angle the character should turn to face forward
            Debug.Log("targetAngle = " + targetAngle);
            float smoothedAngle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, - turnSmoothing);
            Debug.Log("smoothedAngle = " + smoothedAngle);
            character.MoveRotation(Quaternion.Euler(180f, smoothedAngle, 0f));

            //Character Movement
            Vector3 moveDir = Quaternion.Euler(180f, targetAngle, 0f) * Vector3.forward;
            Debug.Log("Movedir = " + moveDir.ToString());
            character.MovePosition(transform.position + moveDir.normalized * actualSpeed * Time.fixedDeltaTime);
        }
        else
        {
            actualSpeed = 0f;
        }
    }

    private void MoveDown()
    {
        //Gravity
        gravity.force = new Vector3(0.0f, -9.81f, 0.0f);

        if (Input.GetKey(KeyCode.LeftShift))
        {
            actualSpeed = runSpeed;
        }
        else
        {
            actualSpeed = walkSpeed;
        }

        float horizonal = Input.GetAxisRaw("Horizontal"); // 1 = left -1 righ
        float vertical = Input.GetAxisRaw("Vertical"); // 1 = forward -1 bakward
        Debug.Log("Axis Vertical = " + vertical);
        Debug.Log("Axis Horizontal = " + horizonal);

        Vector3 direction = new Vector3(horizonal, 0f, vertical).normalized; 

        if (direction.magnitude >= 0.1f) 
        {
            //Character Rotation
            float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + Camera.main.transform.eulerAngles.y;
            float smoothedAngle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothing);
            character.MoveRotation(Quaternion.Euler(0f, smoothedAngle, 0f));

            //Character Movement
            Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward;
            Debug.Log("Movedir = " + moveDir.ToString());
            character.MovePosition(transform.position + moveDir.normalized * actualSpeed * Time.fixedDeltaTime);
        }
        else
        {
            actualSpeed = 0f;
        }
    }

    private void MoveRight()
    {
        //Gravity
        gravity.force = new Vector3(9.81f, 0.0f, 0.0f);

        if (Input.GetKey(KeyCode.LeftShift))
        {
            actualSpeed = runSpeed;
        }
        else
        {
            actualSpeed = walkSpeed;
        }

        float horizonal = Input.GetAxisRaw("Horizontal");
        float vertical = Input.GetAxisRaw("Vertical");
        Debug.Log("Axis Vertical = " + vertical);
        Debug.Log("Axis Horizontal = " + horizonal);

        Vector3 direction = new Vector3( 0f, horizonal, vertical).normalized; 


        if (direction.magnitude >= 0.1f) 
        {

            float targetAngle = Mathf.Atan2(direction.y, direction.z) * Mathf.Rad2Deg + Camera.main.transform.eulerAngles.x;
            Debug.Log("targetAngle = " + targetAngle);
            float smoothedAngle = Mathf.SmoothDampAngle(transform.eulerAngles.x, targetAngle, ref turnSmoothVelocity, turnSmoothing);
            Debug.Log("smoothedAngle = " + smoothedAngle);
            character.MoveRotation( Quaternion.Euler(targetAngle, 0f , 90f));

            //Character Movement
            Vector3 moveDir = Quaternion.Euler(targetAngle, 0.0f, 90f) * Vector3.forward;
            Debug.Log("Movedir = " + moveDir.ToString());
            character.MovePosition(transform.position + moveDir.normalized * actualSpeed * Time.fixedDeltaTime);
        }
        else
        {
            actualSpeed = 0f;
        }
    }


    private void MoveLeft()
    {
        //Gravity
        gravity.force = new Vector3(-9.81f, 0.0f, 0.0f);

        if (Input.GetKey(KeyCode.LeftShift))
        {
            actualSpeed = runSpeed;
        }
        else
        {
            actualSpeed = walkSpeed;
        }

        float horizonal = Input.GetAxisRaw("Horizontal"); 
        float vertical = Input.GetAxisRaw("Vertical"); 
        Debug.Log("Axis Vertical = " + vertical);
        Debug.Log("Axis Horizontal = " + horizonal);

        Vector3 direction = new Vector3(0f, horizonal, vertical).normalized; 


        if (direction.magnitude >= 0.1f)
        {
            //Character Rotation
            float targetAngle = Mathf.Atan2(direction.z, direction.y) * Mathf.Rad2Deg + Camera.main.transform.eulerAngles.x; 
            float smoothedAngle = Mathf.SmoothDampAngle(transform.eulerAngles.x, targetAngle, ref turnSmoothVelocity, turnSmoothing);
            character.MoveRotation(Quaternion.Euler(smoothedAngle, 0f, -90f));

            //Character Movement
            Vector3 moveDir = Quaternion.Euler(targetAngle, 0.0f, -90f) * Vector3.right;
            Debug.Log("Movedir = " + moveDir.ToString());
            character.MovePosition(transform.position + moveDir.normalized * actualSpeed * Time.fixedDeltaTime);
        }
        else
        {
            actualSpeed = 0f;
        }
    }



    public void ChangeDravityDirection(string newGravityDirection)
    {
        gravityDiretion = newGravityDirection;  
    }

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