【发布时间】:2019-06-10 18:02:08
【问题描述】:
我正试图让我的身体自行在地球上行走,但当身体到达地球的“下”半球时就会出现问题。
每当身体到达那里时,它就会疯狂地旋转,直到身体回到地球的“上”半球才会停止。
吸引子
public class Attractor : MonoBehaviour
{
[SerializeField] private float _gravity = -10;
public void Attract(Body body)
{
Vector3 targetDir = (body.transform.position - transform.position).normalized;
Vector3 bodyUp = body.transform.up;
body.transform.rotation *= Quaternion.FromToRotation(bodyUp, targetDir);
body.GetComponent<Rigidbody>().AddForce(targetDir * _gravity);
}
}
身体
public class Body : MonoBehaviour
{
[SerializeField] private Attractor _curAttractor;
private Rigidbody _rb;
private void Awake()
{
_rb = GetComponent<Rigidbody>();
_rb.useGravity = false;
_rb.constraints = RigidbodyConstraints.FreezeRotation;
}
private void FixedUpdate()
{
_curAttractor.Attract(this);
}
}
路径追随者
public class PathFollower : MonoBehaviour
{
[SerializeField] private float _moveSpeed;
[SerializeField] private float _reach;
private Path _curPath;
private Rigidbody _rb;
private void Awake()
{
_rb = GetComponent<Rigidbody>();
}
public void FollowPath(Path p)
{
StopAllCoroutines();
_curPath = p;
StartCoroutine(FollowCtn());
}
private IEnumerator FollowCtn()
{
int i = 0;
Vector3 target;
while (i < _curPath.Nodes.Length)
{
target = PathfindingData.NodeToWorldPosition(_curPath.Nodes[i]);
Vector3 dir;
while (Vector3.Distance(transform.position, target) > _reach)
{
dir = target - transform.position;
dir.Normalize();
_rb.MovePosition(_rb.position + dir * _moveSpeed * Time.deltaTime);
yield return null;
}
i++;
}
_rb.velocity = Vector3.zero;
_curPath = null;
}
}
关于可能导致这种奇怪行为的任何想法?
这就是我所说的疯狂旋转的意思:
【问题讨论】:
标签: c# unity3d rotation quaternions