在测试Unity3D游戏开发之自由视角状态下的角色控制这个项目的时候意外地发现了一个Bug。Bug出现在如下位置:
-
- if(Target.GetComponent<NoLockiVew_Player>().State==NoLockiVew_Player.PlayerState.Walk)
- {
- Target.rotation=Quaternion.Euler(new Vector3(0,mX,0));
- }
该方法主要的作用是当玩家同时按下方向控制键和鼠标右键,玩家可以随着鼠标旋转到对应的角度,这主要是为了满足玩家双手操作的需求,不过由于这行代码,导致玩家在向左、向右、向后三个方向上的转身失效,如果除去这行代码,则原来的方向控制没有任何问题,可是没有这行代码,玩家的操作感就会下降。后来想到我们对角色的旋转实际上应该是放在鼠标右键事件里的,所以将代码修改如下,这样就解决了这个Bug:
- using UnityEngine;
- using System.Collections;
-
- public class NoLockView_Camera : MonoBehaviour
- {
-
- public Transform Target;
-
- public float Distance = 5F;
-
- private float SpeedX=240;
- private float SpeedY=120;
-
- private float MinLimitY = 5;
- private float MaxLimitY = 180;
-
-
- private float mX = 0.0F;
- private float mY = 0.0F;
-
-
- private float MaxDistance=10;
- private float MinDistance=1.5F;
-
- private float ZoomSpeed=2F;
-
-
- public bool isNeedDamping=true;
-
- public float Damping=10F;
-
- private Quaternion mRotation;
-
- void Start ()
- {
-
- mX=transform.eulerAngles.x;
- mY=transform.eulerAngles.y;
- }
-
- void LateUpdate ()
- {
-
- if(Target!=null && Input.GetMouseButton(1))
- {
-
- mX += Input.GetAxis("Mouse X") * SpeedX * 0.02F;
- mY -= Input.GetAxis("Mouse Y") * SpeedY * 0.02F;
-
- mY = ClampAngle(mY,MinLimitY,MaxLimitY);
-
- mRotation = Quaternion.Euler(mY, mX, 0);
-
- if(isNeedDamping){
- transform.rotation = Quaternion.Lerp(transform.rotation,mRotation, Time.deltaTime*Damping);
- }else{
- transform.rotation = mRotation;
- }
-
- if(Target.GetComponent<NoLockiVew_Player>().State==NoLockiVew_Player.PlayerState.Walk){
- Target.rotation=Quaternion.Euler(new Vector3(0,mX,0));
- }
- }
-
-
- Distance-=Input.GetAxis("Mouse ScrollWheel") * ZoomSpeed;
- Distance=Mathf.Clamp(Distance,MinDistance,MaxDistance);
-
-
- Vector3 mPosition = mRotation * new Vector3(0.0F, 0.0F, -Distance) + Target.position;
-
-
- if(isNeedDamping){
- transform.position = Vector3.Lerp(transform.position,mPosition, Time.deltaTime*Damping);
- }else{
- transform.position = mPosition;
- }
-
- }
-
-
-
- private float ClampAngle (float angle,float min,float max)
- {
- if (angle < -360) angle += 360;
- if (angle > 360) angle -= 360;
- return Mathf.Clamp (angle, min, max);
- }
- }
不过经过测试,如果不采用插值的话,似乎效果更为真实啊(为什么会和第一次测试的感觉不一样啊,囧!)
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Unity3D游戏开发之自由视角状态下的角色控制(二)
原文:http://blog.csdn.net/book_longssl/article/details/39225419